Fountain, D&D 5E Race

This is the page for the Dungeons and Dragons 5th Edition homebrew Race, Fountain. Every Fountain is a mix of one Body Type and one Mentality Type, for nine possible subrace combinations. The Body Types are Liquid, Cloud, and Snow while the Mentality Types are Collector, Scholar, and Grunger.

NOTE: This page is IN DEVELOPMENT. Use of this content may result in a character that is not properly balanced or have traits that do not work as expected. You may use this race for testing it or for just fun (with your DM's approval). Any testing results ARE NOT to be included on the page (you may use the Comment Section to do so, or via the Discord chat). Do not make edits if you are not part of the race's development team.

Physical Description
Fountains are a race of creatures that have two apparent traits: They are made of water and have a "Bauble" inside of them. However, this is a common misconception, as the Bauble actually contains the creature itself, which uses electricity to control water to form a body around itself.

History
Originating from the realm of Lazulum, it is unknown when the Fountains first began to appear. For that matter, even the Fountains themselves don't understand their own beginnings. What they do know is that they are a generally peaceful people, loving water and technology.

Society
Most Collector Fountains live in cities that are organized and protected by a Scholar Fountain that maintains that region. Within these cities, they run shops, trade, play games, work, the same as many societies do.

Most collectors live how they like, though each one will at some point find something that they strongly desire to collect, whether it be bottle caps, small bugs, dolls, gears, it may be anything. They will guard their hoard from all others, only sharing it with those they trust most.

Scholars from early in their life take on the role of learning advanced technologies as well as leading and protecting the Collectors of their region. They may inherit a region from another Scholar or may claim a region that is yet unclaimed. Once a year, they host a Scholar Ball, where each Scholar from the various regions gathers to communicate with each other about how things are going and plans for future events. They are also the primary developers of weapons of mass destruction, though with the hope they will never need to employ them.

Grungers are rare outliers. They are the rarest type of Fountain, but often live drastically different lifestyles. They have and/or develop unnatural magics and abilities, living as hermits from most of society. They typically do not make use of a Walker, relying instead on their abilities to get around. They are also known to remove the Bauble shell from protecting their organs early in life.

Names
Many Fountains have names that relate to either their Bauble, their appearance, mental traits, or other self-descriptive words. Notable names have been Jamjar (whose Bauble is a jar), Lofi (who has powerful connections to the Leyline), or Mudbug (who has an unusual amount of mud among her water)

Fountain Traits
Ability Score Increase: Your Intelligence score increases by 2.

Age: Being fully mature after only one year of age and never dying of old age, a Fountain can be any age. However, due to accidents, monster attacks, and such, typically a Fountain adventurer is likely to not be over several hundred years old.

Alignment: (See Subrace: Mentality Type)

Size: Due to being primarily a liquid, your size and shape are fluid, but you are typically 5-8 feet while in a humanoid form. Your Size is Medium (even with most Walkers).

Speed: (See Subrace: Body Type)

Languages: You know Common and one additional language of your choice.

Vision: Your vision is much like other humanoids, but with an unusual trait: You can see in all directions (in a sphere). This is however very limited. You can see out to only 5 feet clearly enough to identify things. You can also see out to 30 feet, but everything beyond 5 ft. is so blurry as to be only able to distinguish movement or an object in general (beyond 5 ft. you can't recognize a person, can't tell a humanoid standing still from a statue, etc.). It is further limited in Dim Light, where you can only see up to 5 ft, though still clearly.

Amorphous Body: Your unique physique grants you a number of abilities.


 * You breathe both Water and Air.
 * Whenever you are not equipped with Armor (including a Walker), you gain these bonuses:
 * You ignore Difficult Terrain, can move through any occupied space, and can pass through gaps with at least 1 square ft. of clearance. Opportunity Attacks have Disadvantage against you.
 * Your AC is 13 + your Dexterity Modifier. (Shields still provide their benefits.)
 * You normally rely on a Walker for your Armor, as well as bolstered movement. Although you can equip non-Walker Armor, doing so may hinder the following abilities.
 * If you equip a non-Walker Armor that encompasses your full body, your Walking Speed becomes 15 and you lose any natural flying or swimming speeds and their associated risks until you doff it.
 * When you Grapple a creature, that creature is Engulfed and at risk of Suffocation (see PHB 183) via drowning. (This ability does not apply when wearing Armor that fully encompasses your body.)
 * You can extend your water body through gaps as small as 1 inch, but can't move your Bauble through, allowing you to fully form your body on the other side of a barrier within 5 feet of your Bauble. (This ability does not apply when wearing Armor that fully encompasses your body.)
 * You can make Melee Attacks with an additional Reach of 5 ft. by extending your water holding the weapon. Attacks made this way have Disadvantage. This can not be done through a space occupied by an enemy. (This ability does not apply when wearing Armor that fully encompasses your body.)
 * While you are fully submerged in another body of water, you gain Blindsight out to 20 ft. as your water body is spread thinner over a larger area (Your Blindsight can discern the presence of all things in that area, but not identify them.).

Genius Inventor: You can Craft most items much faster and more efficiently than others.


 * You gain Proficiency with Smith's Tools.
 * When Crafting using Tools that you are Proficient with, you can incorporate items of similar material to add 75% of its value to offset the Cost. (Those items are fully consumed in the process. Leftover Cost from crafting an item is lost upon completion, it can not be used for another item even if you are crafting two items in the same Rest.).
 * You can Craft a Walker from any Armor by spending a Short or Long Rest working on it with Smith's Tools and expending a Cost equal to half of the base Armor's non-magical cost. (See Walkers below) You do not have enough spare time to Craft additional items while working on a Walker, however you are able to complete your Walker during the Rest regardless of what the Time/Cost requirements would normally be.
 * The new Walker retains all Magical Properties and applicable stats from the original Armor.
 * During a Short or Long Rest you can Craft one or more Item or Magical Item depending on how much time it takes to Craft, provided you have the necessary funds and/or materials on hand. (You must be at least Lv. 3 to Craft Magical Items, see the Magic Item Table below)
 * You craft all Items (Magical or not) in 50 gp increments per workday of 8 hours (rather than 50 gp Workweek [of 5 days of 8 hours], effectively 5 times faster than normal).  (To Craft any Magical Items, you must be at least Lv. 3 and higher, and to craft Magical Items above Minor Common you may need Arcana Proficiency, at your DM's disgression)
 * LIMIT: Crafting a Magic Item at all is always at the disgression of your DM.
 * (A Fountain at Artificer Lv. 10 will have drastic increases in Magical Item creation, normally crafting all Common/Uncommon Magical Items at a quarter the default time (now reduced to 1/8 the time).)
 * When working with additional characters to craft(s), divide the time difference between them before applying this Feature, as it applies only to you doing your portion of the work.
 * (See the Crafting Table below)
 * NOTE: This Trait does not apply to Crafting a Scroll or Scribing a Spell Scroll (see XGE pg. 133), which uses a different skill set and different rules.

Subrace
A Fountain's Subrace is divided into two parts, their Body Type and Mentality Type. These combine to make your chosen Subrace.

Subrace Part 1: Body Type
This part of your Subrace determines your additional Ability Score Increase and your Movement Speeds. Liquid Fountain= Ability Score Increase: Your Dexterity score increases by 1. Speed: Your base walking speed is 10 ft. Additionally, as long as you are on a porous surface (such as dirt or a grating) then at the end of each of your turns make a Strength Saving Throw (See Porous Surface Chart below). If you fail then most of your water body sinks into the surface and you are Prone (unless you already are). You can then use an Action to make a Strength (Athletics) Check to pull yourself up. Once you pass either roll, you do not have to roll for it again for 10 minutes. (While equipped with a Walker, use the Walker's movement rules instead.) You can, however, use your Water Body trait to willingly extend your body into the ground or through a grate, up to 5 feet, without imposing the Prone condition. Swimming Speed: Your base swimming speed is 30 ft. Cloud Fountain= Ability Score Increase: Your Charisma score increases by 1. Speed: You are incapable of walking naturally. Flying Speed: You have a Flying Speed of 15 ft. Additionally, at the end of your turn if you are more than 5 ft. above ground level then you make a Strength Saving Throw (See Wind Speed Chart for DC). If you fail then you rise 5 ft. and are blown a distance by the wind (this forced movement does not trigger Opportunity Attacks.) Once you pass the check, you do not have to roll for it again for 10 minutes. (While equipped with a Walker, use the Walker's movement rules instead.) Swimming Speed: You have a Swimming Speed of 20. Additionally, while submerged in water your body takes on the appearance of underwater fog and you get -2 to all Perception Checks you make. Snow Fountain= Ability Score Increase: Your Wisdom score increases by 1. Speed: You have a walking speed of 30. Swimming Speed: You have a Swimming Speed of 20. Additionally, while submerged in water your body takes on the appearance of slush and you get -2 to all Perception Checks you make. Snowy Senses: You are blind. You have Blindsight out to 100 ft. Add your Proficiency Modifier to Perception Checks to locate the source of sound or movement within your range of sight/hearing while not submerged in water. Languages: You are mute. You know Ktapticotz, the percussive-sounds-based language used by Snow Fountains.

Subrace Part 2: Mentality Type
Collector=Collector Traits. Description: The most common kind of Fountain, they are the standard members of the Fountain society. Each one has a drive to collect items of a particular kind, each different from their fellow Fountains. Alignment: Though they jealously guard their collection, they are typically a kind and open people leaning strongly towards Good and Law. However, some have a strong competitive nature that brings out their more Chaotic sides as well. Curious Specialist: Gain Proficiency in a Skill and a Tool of your Choice.

Scholar=Scholar Traits. Description: These rare Fountains are typically physically larger and more powerful than a Collector, taking a leadership and guardian role for an area and its Collector Fountain inhabitants. They also take it on themselves to develop highly advanced weapons of war and destruction, with the hopes of never needing to use them. Alignment: Almost certainly Lawful, they establish the rules and guidelines for the territory they watch over. Though they are most likely to be Good or Neutral, many Scholars are quick to turn to maximum deadly force to protect those they watch over. Powerful Guardian: Gain Proficiency with a Skill of your Choice. Double your Proficiency Bonus for Strength Ability Checks and Saving Throws.

Grunger=Grunger Traits. Description: A very rare kind of Fountain, they often live as hermits and have/develop bizarre abilities and strange/dangerous arts. They often remove the shell from their Bauble and are known to not use Walkers, instead relying on their abilities for transportation (This does not deny them the option to use a Walker regardless). Alignment: Though they tend towards the Neutral between Good and Evil, they are very likely to be Chaotic and put themselves first. They are often an unpredictable danger to those around them, giving at least the impression that they are perfectly fine with causing harm indiscriminately. Unnatural Powers: You have unnatural powers giving you the following benefits: Unnatural Specialist: Gain Proficiency in a Skill of your Choice. (CHOICE) Unnatural Magics: You gain Proficiency in Arcana and gain the ability to cast certain spells without components or using a Spell Slot. (Intelligence is your Spellcasting Ability for these spells) At the stated Character Level, select 2 spells that you then learn permanently. They can not be traded for other spells and do not count towards the limits for spells you may know otherwise. These spells can not be changed or permanently forgotten by any means short of divine intervention or a Wish Spell (though they may be temporarily forgotten).
 * Unarmored Movement (Liquid): While unarmored, you have a Speed of 30 and can ignore porous surfaces.
 * Unarmored Movement (Cloud): While unarmored, you have a Flying Speed of 35 and roll with Advantage when resisting being carried by wind. When you pass a check against it, you do not have to roll again until you finish a Short or Long Rest.
 * Unarmored Movement (Snow): While unarmored, you have [???].
 * Unnatural Appearance: Your physical appearance is noticeably different from other Fountains, unnatural even. You roll with Advantage when making Intimidation Checks. (Also determine what your physical difference(s) are; they are, however, otherwise cosmetic. They ARE allowed to have possible small effects, such as a character that attracts paint instead of water would leave paint trails. Your trait can not be such that it would kill your character to have, such as a body of dangerous Acid; you could instead have a weak acid that does not harm creatures. It may be something that has insignificant detriments that may come into play in role play, such as always suffering pain due to paint-induced lead-poisoning.)
 * (This Trait REPLACES the Genius Inventor Trait if chosen.)
 * Casting Rules:
 * You can cast Cantrips unlimited times, as usual.
 * You can cast a Lv. 1 or higher spell with this Trait only once each until completing a Long Rest, unless you use an appropriate Spell Slot.
 * Your Spellcasting Ability for casting these spells with this ability is Intelligence.
 * Spell List:
 * Lv. 1: (List of Lv. 0-1 Spells to choose from)
 * Lv. 3: (List of Lv. 1-2 Spells to choose from)
 * Lv. 5: (List of Lv. 2-3 Spells to choose from)

Random Height & Weight
(Details?)

Porous Surfaces Chart
(This chart is a general approximation and may be subject to updates.)

Wind Speed Chart
(This chart is a general approximation and may be subject to updates.)

Crafting via Genius Inventor
(This Trait uses the updated Crafting Rules, found in Xanathar's Guide to Everything pg. 128.)

This Trait DOES NOT apply to Scribing a Spell Scroll (ie: storing a Spell you know into a castable Scroll).

For Crafting Non-Magical Items:


 * Look at the regular Cost of the item you wish to Craft.


 * Divide it by 50 to determine how many workdays it will take (spending 8 hours each day) to make the item. (this is one fifth the time it normally takes, which would be spend in workweeks)
 * When crafting multiple items, add up their total to see how long it would take to craft them simultaneously.


 * If the Cost is within these ranges, it will take 1 Workday (8 hours) or less, thus being craftable within even a Long Rest or possibly a Short Rest:
 * 1 cp-6 gp: The item can be Crafted in a Short Rest, or multiples in a Long Rest (in multiples totaling a Cost of up to a 50 gp value).
 * 7-25 gp: 2-8 items can be Crafted in a Long Rest (requires 1.1-4 Hours worktime).
 * 26-50 gp: This one item can be Crafted in a Long Rest or one 8-hour Workday (requires 4.1-8 hours worktime).
 * 51-100 gp: The item will take 8.1-16 hours (or two 8-hour Workdays).
 * If it will take over 5 days, figure how many workweeks it will take (spending 5 days of 8 hours each in a week, with two days off).

Modified Magic Item Crafting Table:
As there are so many Magic Items, the Crafting Costs for Magic Items are based on their Rarity. (All Non-Magic Items have an individually-set Cost with which you will have to calculate your crafting time as laid out above.) However, the Cost and Time requirements for all Consumable Items (such as Potions or Scrolls) are always half of what their rarity category states. Therefore there is two tables, one for Non-Consumables and one for Consumables.


 * There is a list of Common (Minor) Magic Items and their effects on Xanathar's Guide to Everything pg. 140. Others may exist in your campaign's world. (There are no Major Common Magic Items, they just don't exist)

(The following table shows the Time/Cost for Consumable Magic Items (such as Potions and Scrolls), which is half that of Non-Consumable Magic Items.)

Crafting Notes
Storing a Spell: To store a Spell into an Item to cast it, you must both know that Spell and spend a Spell Slot of the appropriate level.

Arcana Proficiency: Though not needed for all Magic Items, to Craft most Magic Items beyond Common (which are often little more than simple tricks) and maybe even some of those, Proficiency in Arcana may be a requirement.

Unique Components: Your DM may require you to incorporate a rare or unique component as part of a Magic Item to successfully Craft it. This may lead to a new sidequest to obtain said component.

Examples of Tool Requirements for various Crafted Items

 * Herbalism Kit: Antitoxin, Potion of Healing
 * Leatherworker's Tools: Leather Armor, Boots
 * Smith's Tools: Metal Armor, most Weapons
 * Weaver's Tools: Cloaks, Robes

Old Crafting Rules
Should your Dungeon Master prefer to use the Crafting rules originally found in the Player's Handbook and Dungeon Master's Guide, here is where to look. The main change is that it will increase the time and cost of all crafting. To calculate the new crafting time, take the base numbers for time and divide by 5.


 * Non-Magic Item Crafting: PHB pg. 187
 * Magic Item Crafting: DMG pg. 129 & 284-285

Armor/Walker Details and Chart
All Walkers have the same basic traits as their base Armor, including any Magical Properties. (ie: They have the same AC, Stealth Disadvantage, STR Requirement, and any Magical Properties.)

Note: Most creatures are not able to operate a Walker, as it requires an amorphous body to do so.

Sale Value: Selling items typically gives back 50% of the Cost value.


 * A non-magical Walker's Cost is twice that of the base Armor used to Craft it. (The value shown in the chart is their regular Cost, as if you were to purchase it from a shop or to Craft it from scratch (not used when Crafting from a base Armor).
 * A Magical Walker's Cost is equal to it's Rarity Cost plus the Cost of the base Armor.

Weight: A Walker's weight is equal to twice the weight of the base Armor used to Craft it.

Size: Most unequipped Walkers are Medium-sized Items and fill most of their space, acting as Difficult Terrain to move through their space. (Some rare models may be modified to be Large Items that take even more space).

Additional Traits
(These Traits replace the equipped creature's primary natural movement Speed.)

Walker (Water Fountain):


 * Walking Speed: 35 ft. (Has at least 3 legs, though the number is only a cosmetic trait and does not affect movement.)
 * Climbing that would require hands and feet is especially difficult for you. Doing so costs +4 feet per 1 foot of movement. (It takes 25 ft. of Movement to travel 5 ft. in a difficult climb.)
 * Don/Doff time: You can don/doff your Walker anytime using an Action, Bonus Action, or Reaction.

Walker (Cloud Fountain), additional Traits:


 * Flying Speed: 40 ft. (Has at least one jet, typically small enough that it is normally unseen, hidden within the Fountain's body strapped to their Bauble.)
 * Don/Doff time: It takes 1 Minute for you to don/doff your Walker.

Walker (Snow Fountain), additional Traits:


 * Speed: [UNKNOWN] ft.
 * [UNKNOWN]

Walker Armor Charts
The following is a chart of Specialized Walkers, which may be updated over time. END OF LINE?