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Clonn

Clonns are the aberrant normal, and they are frequently thought of as an exaggerated replica of humans. However, they have yet to really find their place among humans and more experienced races. Instead, they've turned to studying everything there is to know about the world and acquiring experience in everything they set their minds to. Many people take pride in their accomplishments and help others who are in need. Some, on the other hand, strive to go outside their comfort zones and seek fame.   Clonns have a distinctive appearance. They grow to be rather large, ranging in height from 4 feet to well over 8 feet. Their physiques range from svelte to chubby. Their arms, like those of a Troll, are lengthy and rest at the bottom of their thighs. Their limbs are likewise large and spherical, with a bulbous snout and huge, crescent-shaped ears, as well as gigantic hands and feet. The skin of a clonn is rubbery and thick, having a slight flexibility to it. Their skin tones are quite uniform. They usually appear in ivory or eggshell white colors, although they can also be ashen or grey. Their hair is thick and wavy or curly, and it comes in a range of vibrant hues. A clonn's vivid red nose is its most distinguishing characteristic. Blood vessels in a clonn's extremities, nose, cheeks, ears, hands, and feet are very large, resulting in brilliant red color on their skin in those areas.   Clonns don't live much longer than humans, but they may work in up to three times as many occupations over their lives. Their inherent skill allows them to easily investigate a wide range of topics. An artisan clonn with self-made items in their storefront and a battle-worn shortsword in the backroom is not unusual.   Each race is subjected to generalizations. Dwarves, elves, and halflings have all been thought to be adept at filling certain tasks in the past. Half-orcs, tieflings, and other hideous species are feared because of their proclivity to live up to their origins. Humans have demonstrated that they can learn to be exceptional at everything they put their minds to, despite their lack of history. Clonns have a surface level talent for almost anything they do, but that's usually where their abilities end. A clonn can smith a usable hammer and fight in a battle, but they'll never match a dwarf's workmanship or a dragonborn warrior's ability. They have no proof that they have ever been or will ever be anything other than what they are today since they have little to no history to look back on. This is a difficult lesson acquired as a youngster that influences a clonn's mindset for the rest of their lives. Clonns labor hard despite their seeming incapacity to genuinely achieve. Perhaps they do so to demonstrate their worth and avoid social isolation. Perhaps a clonn wants to show their ancestors how wrong they were.   For a clonn, friendship is tough to come by. Most races see them as dangerous, and their unavoidable link to Khydar, their race's progenitor, creates inherent distrust. Clonns make a concerted effort, often to their detriment, to appear non-threatening and cheerful in their surroundings. Other races, on the other hand, often take a bit longer to warm up to them.

Civilization and Culture

Naming Traditions

Clonnish name practices are very consistent overall. A clonn's name is made up of two parts: a first name and a title, both of which have some historical or sentimental significance for them. Kefir the Dizzy is an example of a complete clonn name.   Clonnish First Names: Alf, Badin, Bailey, Binky, Bubbles, Buddy, Casey, Charlie, Dolly, Francesco, Giulia, Lola, Patches, Pogo, Stella   Clonnish Titles: the Bright, they'll Cheer, of Cures, in Dreams, may Eat, the Happy, in Kingsgraces, the Knight, brings Light, of Miracles, Royalbound, on Onestilt, the Tearful, of Wonders

 

Clonn Feats

    Clonns have access to the following feats:     Clonnish Charm     You have grown attuned to other races and how to read them, and as a result, your humor has grown quite powerful and almost infectious. You gain the following benefits:    
  • Increase your Charisma by 1, to a maximum of 20.
  • You have advantage on Charisma checks to make people laugh.
  • You can cast Hideous Laughter at will, without needing a material component. You cannot cast this spell on the same target twice in the same day. Charisma is your spellcasting ability for this spell.
    Rubber Soul Adept     You've furthered your latent ability to twist your body. You gain the following benefits:  
  • Your Constitution increases by 1, to a maximum of 20.
  • You gain one of the following Rubber Soul abilities you do not already know: Balloon, Stretch (both found in the Clonn Traits section), or Grow (found below).
    Grow. When taking an action on your turn, you can use your reaction to grow in size until the start of your next turn, as if casting the enlarge option from the Enlarge/Reduce spell on yourself. You regain the ability to use this trait when you finish a long rest.     You can select this feat multiple times. Each time you do so, you must choose a different Rubber Soul ability. When you have access to all three abilities, the time it takes to regain each ability is reduced to a short rest.

Clonn Sorcerer by Rob Taylor

Clonn Sorcerer
Clonn Fighter by Rob Taylor
Clonn Fighter
Lifespan
Clonns rapidly move through childhood and mature into full grown adults by the age of 12. They live up to just over a century.
Average Height
Clonnish heights trend to the extremes, reaching from around 4 feet to just under 8 feet.
Average Weight
Clonns are dense. An adult clonn hovers around an average of 300 pounds, but they can sometimes grow to nearly 450 pounds.

Clonn

Ability Score Increase No changes.
Size Medium
Speed 30 ft.

Clonn Traits


Elastic Skin
You have resistance to bludgeoning damage.   Polymathic
All ability checks with a modifier of 0 or +1 before adding your proficiency bonus are now a +2. Additionally, ignore any of your skill check modifiers that fall below 0.   Rubber Soul
When you reach 3rd level, you gain access to one of the following abilities (your choice). This cannot be changed.   Balloon. When you are hit by an attack, you can use your reaction to inflate or deflate your body and round out your defenses until the start of your next turn, as if casting the shield spell. You do not gain the benefits of this trait if an attack would do piercing damage. Instead, if you take piercing damage and/or your skin is pierced while you are inflated, you take an additional 2d6 force damage and immediately return to normal. You regain the ability to use this trait when you finish a long rest.   Stretch. When taking an action on your turn or while falling, you can use your reaction to quickly stretch your limbs with this trait. Until the start of your next turn, you gain the following additional traits:
  • You have advantage on Dexterity (Acrobatics) checks.
  • You are considered to have a running start when jumping.
  • When you make a melee attack on your turn, your reach for it is 5 feet greater than normal, or 10 feet greater with disadvantage.
  • You can perform minor interactions with your limbs, such as activating buttons, using touch spells, or retrieving small items, from a distance of up to 10 feet.
  • You regain the ability to use this trait when you finish along rest.

 

Languages. You can speak, read and write Common, and you can sign Clonnish. Clonnish is a somatic language that combines handshapes, arm movements, and facial expressions to express thoughts. Its primary use is for communicating with clonns who have taken a vow of silence, though some use it to share jokes in otherwise serious situations.



Cover image: World of Valine Tome by Rob Taylor

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