Camelfolk
DnD Camelfolk Race
Overview
The Camelfolk are a playable race in the world of Dungeons & Dragons. They live in warm, sandy, and flat regions, such as vast deserts. Their camps are often established near oases or close to caves. They are a peaceful people as long as you leave them alone, they will leave you alone.
Appearance
Camelfolk resemble centaurs: half-human, half-camel. The males have two humps on their backs, while the females have one. These humps store water, which helps them survive long journeys through the arid wastelands.
Lifestyle
They are nomadic by nature and rarely stay in one place for long. They regularly move from one oasis or shelter to another. The oldest member of the tribe leads the camp, as they believe that age brings wisdom.
Clothing and Equipment
Camelfolk typically wear practical garments made of cloth and leather, suitable for the desert climate. They often carry backpacks, as they are always prepared to continue their travels. They usually move at night not only because it is cooler, but also because they believe the stars guide them to their next destination.
stats
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can’t raise any of your scores above 20.
- Creature Type. You are a Fey.
- Size. Your size is Medium.
- Speed. Your walking speed is 40 feet.
- Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
- Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
- In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
- Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
- Natural Affinity. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
- Languages: Your character can speak, read, and write. Common, Camel and one other language that you want.
- Sub race: camelfolk ‑1 charisma, you can last twice as long without a water ration.