Order of the Roll - Dungeons and Dragons Camelfolk - Order of the Roll

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.
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