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campaign_settings:arcadia:races:dunkles

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Dunkles

Homebrew race for D&D 5th edition by Dick Jarvis


The Pseudo-Sapiens of Arcadia were created by a long-forgotten civilization to dominate the emerging technological wonders of the world. Their creators are long dead, their own creations having survived them. The Pseudo-Sapiens have since dubbed themselves ‘Dunkles’, a much funnier name.

Born to Build

Dunkles were fashioned as flesh-and-blood machines, with the sole purpose of serving their masters as Arcanical Engineers. Their minds were designed to prioritize technical knowledge. This left the rest of their mind as an afterthought, and it shows.

Broken Brains

Dunkles have inherent quirks due to their unnatural brains. Most do not filter their thoughts, simply saying whatever is on their mind in an endless stream of consciousness. It is difficult to get them to stop talking.

They often show little regard for other people’s feelings, display selfishness, or make wildly inappropriate jokes about anything and everything. Almost every single one of them has an overwhelming desire to create things - the “things” varying wildly between individuals.

A Culture of Identity

Dunkles are aggressively individualist - many don’t even agree on the name “Dunkle” for themselves. Every Dunkle goes to great lengths to define themselves as truly unique, often developing bizarre aesthetics in their work or embracing body modification. The exoskeleton surrounding their head is often painted or carved.

Flesh and Blood Computing

Dunkles are mostly biological beings; they eat, sleep, breathe, and reproduce like many other races. However, they also share many traits with Arcanichal Machinery. A Dunkle’s brain is surrounded by a calcified membrane, and has a very resilient physical makeup. Should a dunkle die, their intact brain can be removed and placed into another Dunkle body.

Dunkle Names

Dunkles adopt names that suit their overwhelming personalities. The names they choose are drastically different, and follow no set pattern. Some Dunkles are prone to changing their name (and entire identities) on a whim; those who do never have the same name for longer than a year.

Names: Shadow Darksilver, Buttercup, Zoomy, Lutz, The Hammer, Doctor Diabolical, Chandler, Mega Doom Man Supreme Cool Dude, Roberto, The Mistress of Mayhem

Dunkle Traits

Your Dunkle character shares the following Traits with all other Dunkles.

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. A Dunkle reaches maturity several weeks (sometimes months) after being born and their bodies can live for up to 200 years. Under the right storage conditions, your brain can be kept alive and preserved indefinitely.

Alignment. Dunkles are chaotic, their creative spirits drive them with a total disregard for everything else.

Size. Dunkles range in size from 4 to 5 feet tall, and weigh around 250lbs. Your size is medium.

Speed. Your base walking speed is 30 feet.

Multiple limbs. You have a second set of arms. These arms can be used to hold light objects, act as the somatic component for spells, and interact with objects but are not strong enough to wield weapons. You can make an additional object interaction as a free action. If an object such as a potion or bag of caltrops requires an action to use, you can use it as a bonus action instead.

Illuminating Eyes. As an action, you can activate your eyes. While active, your eyes shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can deactivate them freely at any time.

Inherent Engineering. You know the Mending Cantrip.

Conductivity. Dunkles were created to work with technology in dangerous conditions. You have resistance to lightning damage.

Synthetic Creativity. You have proficiency in any two sets of Artisan’s Tools of your choice.

Languages. You can speak, read, and write Common.

campaign_settings/arcadia/races/dunkles.1623175362.txt.gz · Last modified: 2021/06/08 18:02 by jarvis

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