Kuo Toa DND Homebrew

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Custom Race: Kuo-Toa

Refer to the Monster Manual, pages 198 and 199.

Traits
Ability Score Increase. Your dexterity score increases
by 2 and your wisdom by 1

Age. Kuo Toas reach maturity fast, reaching


adulthood at 12 years old. They rarely live past 30,
however.

Alignment. Kuo-Toas are commonly bad tempered,


racist and xenophobic, generally tending towards
evil. Their tribes are organized in a rigid structure
ruled by archpriests, and challenging the status kuo is
branded as hereticism. They’re, therefore, lawful.

Size. Medium, standing around 4 to 5ft tall.

Speed. Your base walking and swimming speed is


30ft.

Darkvision. You can see in dim light within 120ft of


you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color, only shades
of gray.

Amphibious. You can breathe air or water

Slippery. The kuo-toa has advantage on ability


checks and
saving throws made to escape a grapple.

Kuo-Toa weapon training. The kuo-toa favor weapons designed to catch rather than kill (and then
sacrifice their prey to their deity). They’re proficient in the use of Nets, Sticky Shields and Pincer Staffs.

Bite Attack. (Action) +str mod to hit ; 1d4+str mod piercing damage

Variant rules (ie, they are probably imbalanced, tread with caution)

Sunlight sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Otherworldly perception. The kuo-toa can sense the presence of any


creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving.
Kuo-Toa gear

Name Property Remarks


Only on Large or smaller creatures. Strength dc 10 check. Can also
Net range 5/15 break the net with 5 slashing damage (AC10)
When a creature misses with a melee weapon attack, it must make a
Strength dc 11 check or have their weapon stuck to the shield. If the
attacker can't or won't let go of the weapon, it's grappled for the
Sticky duration. The weapon can be pulled by making a successful Strength
Shield +2 ac 11 check.
1d6 piercing If the target is medium or smaller, it is grappled (escape dc 14). Until
Pincer Staff damage the grapple ends, the pincer staff can't be used on another creature.

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