Homebrew Ebermensch Species Details
The Ebermench of Valen are strong in body, dedication, and Wisdom. They are at home on the forest or skilled bazaar merchant procurers, willing to seek amazing treasures and preserve the history incased in them.
They combine a burning fury in battle with keen senses that make them excellent druids and scouts as well as valuable shrewd procures of magical items.
Might and Wisdom of Tusk and Snout
Ebermensch are barrel-chested and pot belly humanoids with heads resembling those of humans mixed with boars. Their tusk range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. They have high pain threshholds and can power through blows that would cripple a normal creature.
Manes of shaggy fur or bare pig like skin adorn their powerful necks and powerful backs, and males have long tufts of hair on their ears and neck. Their bellies are large but house great strength. Ebermensch are born with short, curly tails, and adorn their proud boar-like snouts. It is a shame when Ebermensch lose their tusk but a call to euthanasian if they loose their sense of smell. Those that lose their sense of smell are outcasted and exiled and call Sinlos. Those Sinlos that have determined to keep on living develop other martial skills to make up for their affliction.
Of Nature or Trade
Two cultures of Ebermench have emerged on the continent of Valen. The feral live in the virulent woods and for small druid and ranger communities. The have a strong distaste for the pleasures and technologies of societal life. Domile Ebermench moved into the cities and became proficient cooks, merchants, antique procurers or guards. The Domile cherish there developed lives and view the Feral as barbaric and louts.
Overall Ebermensch are a friendly people and exude curiosity. The tend to have substance abuse issues and if placed in a rage, know to act brashly.
Live to Find
Ebermensch are seen by some to be hoarders but amongst their kin there is a devout and constant pressure to keep collecting special and rare items. Each Ebermensch is encouraged to pursue life through finding that perfect talisman or artifact that assist their people or adorn them with purpose. The Feral bury their dead with their prize possession, Domile pass the artifact onto their children, and the Sinlos are stripped of their belongings.
Ebermensch Names
The legends that recount the deeds of ancient Ebermench heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every Ebermench name is drawn from that long list of artifact names bestowed upon clans.
Male Names: Amul, Borus, Figgles, Potter, Trufs, Curlis, Oinkis, Shlap, Buskris, Resure, Squeallir, Factius, Nabin
Female Names: Perfus, Uffela, Bestriss, Clovie, Sus, Babii, Rasia, Ionig, Gloustira, Sow, Nabbii, Norla, Ajna
Ebermensch Traits
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.Ability Score Increase
Your may increase a score by 2, and another score increases by 1.
Vision of the Snout
You have 90ft Blindsense in regards to smell.
Size
Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Stout Constitution
You have a high pain threshold. Thanks to your boar-like will, you have advantage on Constitution Saves.
Suey Charge
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your tusk as a bonus action. Tusk do 1d8+ Dex Mod and STR Mod in piercing damage.
Follow the Nose
Advantage of Perception Checks concerning scent.
Eber-Truffle Cooking
You have proficiency in cooking utensils and cooking. When you make food you can choose to give all allies, that eat your food, get either temp health points equal to half your roll or 1d4 inspiration dice 10-13 roll, 1d6 inspiration dice 14-17. 1d8 inspiration dice 18-19, 1d10 inspiration dice if natural 20. This last for 8 hours and you must have supplies to cook the food. You may do this during a long rest.
Languages
You can speak, read, and write Common and Worg.
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