Homebrew race for D&D 5th edition by Dick Jarvis
Potka Pom Pim are a large, sea-faring people who arrived in Arcadia during the mortal influx. Until recently, they have been the scourge of the high seas, infamous for harassing traders and explorers. For some Potka Pom Pim this reputation is unearned, while others work to keep the terror of their flags alive in the Arcanical Age.
Potka Pom Pim believe that they are the direct descendants of a warrior god known as Pom Bom, the Mad Dancer. They celebrate this divine lineage through song, dance, feasting, and an appreciation of naval combat.
Potka Pom Pim form tightly-knit clans, their large families sometimes extending out to entire fleets. The tattoos they cover themselves with are representations of the familial ties, telling their lineage and accomplishments through body art.
Potka Pom Pim traditions are tied to the sea. They are fishers, sailors, pirates and swashbucklers. They seldom build permanent structures on shore, and those they do build are constructed to service their sea-faring vessels.
Potka Pom Pim are so closely associated with piracy, that when captains see their ships on the horizon they give them a wide berth. Many clans make their living by looting other ships or small towns. In the Arcanical age, however, the life of a pirate is becoming more and more difficult.
Names: Ood Pak, Bobba Dom, Besh Lee, Mugg Fubwub, Chubs Lumber, Pogtka Pod
All Potka Pom Pim share the following traits.
Ability Score Increase. Your Strength score increases by 1.
Age. Potka Pom Pim reach adulthood when they are 14 years old, and live for roughly 40 years.
Alignment.
Size. Potka Pom Pim can grow to be as tall as 8 feet, and weigh around 300lbs. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hold Breath. You can hold your breath for up to 30 minutes at a time.
Long-Limbed. When you make a melee attack on your turn that has a range of 5 feet, your reach for it is 5 feet greater than normal.
Languages. You can speak, read, and write Pom-Bom and Tidal.
Subraces. Choose one of the following Potka Pom Pim subraces, based on your cultural affiliations:
Potka Pom Pim of the Sea Beast clan are larger than their cousins, with shorter, stockier legs and bulkier arms, giving them an advantage while out at sea. They have dark blue skin and short horns and tusks.
Ability Score Increase. Your Strength score increases by 1, and your Dexterity score increases by 1.
Terror of the Seas. You have proficiency with water vehicles.
Sea Legs. While on board a water vehicle, You have advantage on Strength Saving Throws and you can’t be knocked prone while you are conscious except by magical means.
Potka Pom Pim of the Mad Dancer clan are, by Potka Pom Pim standards, lean and elegant. Without the intimidating bulk of their cousins, they are able to weave their way through combat with frightening grace. Their skin color can be dark purple or light pink, and their horns and tusks grow long and at wicked angles.
Ability Score Increase. Your Dexterity score increases by 2.
Contortion. You have proficiency with performance and acrobatics.
Channel the Mad Dance. You channel the spirit of the Mad Dancer. You can dash as a Bonus Action, and gain the benefits of disengaging when you do so. You can’t use this feature again until you finish a long rest.
Potka Pom Pim of the Unrelenting Tide clan are more closely tied to life on land than the others (although they still have a strong preference for life at sea). They serve as shipwrights and mechanics for other clans, making their living off the service they provide to their more combatant cousins. They are the smallest of the clans in stature. Their skin tones can be light blue or chalk white, and their tusks and horns grow short.
Ability Score Increase. Your Intelligence score increases by 1, and your Wisdom score increases by 1.
Builder’s Minor Magic. You know the Mending cantrip. Additionally, you can cast Identify once per day, regaining the ability to cast it after a long rest.
Driftwood Experiments. You are proficient with any set of Artisan’s tools of your choice.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.