Homebrew Scarip Race Details

A race of scorpion like features on a humanoid. A scorpion tail is the main obvious feature. Though, a member of this race may gain beady eyes or sharp fangs. The scorpionfolk may use a burst of energy to transform for a little while into a monstrosity that is more centaurian than humanoid, with scorpion features being the dominant.

Scarip Traits

Woot

Ability Score Increase.

Your Dexterity score increases by 1.

Age.

To be determined.

Alignment.

Scarip generally lean towards neutral alignments, though evil or good aren't at all unheard of. Neutral would be the average clan of Scarips, those who were pushed away by some, and accepted by others. Evil may come from those who have been banished, beaten, treated unfairly, etc., simply because of their race. Because of how they look. A good Scarip may come from those that have made a place for themselves in the world.

Size.

Scarip are generally between 6 and 7 tall and average 145 pounds. Your size is Medium.

Speed.

Your base walking  speed is 30.

Darkvision.

Accustomed to hunting and stalking at night, you have great vision in the dark. You can see in dim light as if it were sun light within 60 ft., and in dark light as if it were dim light.

Agile Escape.

When taking the Disengage action, you gain 5 more feet of movement that turn.

Scarip Combat.

Having a scorpion-like tail, you can strike with it. You would often use this instead of your unarmed strike. You are proficient with this attack. You use Strength or Dexterity (your choice) for this attack. When you hit, you deal 1d4 + your strength modifier piercing damage, and the target must make a constitution saving throw (the DC is 12). On a failure, they take 2d12 poison damage. 

Upon reaching 6th level (character level not class) the DC is raised to 14. At 14th level, the damage raises to 3d12. At 17th level, the DC raises to 15, and a save halves the damage rather than negating it. 

Hardy Being.

Having a strong blood, you have resistance to poison and acid damage. Also, you have advantage on Constitution saving throws against being poisoned, or taking poison or acid damage.

Languages.

You can speak read and write Common and Scarip.

Subraces.

The Scarip have two different variations that populate the Scarip tribes. The Dunewalkers and Stoneshapers.

Unleash Monstrosity.

Maybe your emotions are overwhelming, or you need a boost in combat. Either way, you are able to give yourself a physical change for a time, unleashing your more natural form. You legs seem to morph into a scorpion's abdomen and tail. As an action, you undergo this transformation. While in this form, your Scarip Combat feature deals 2d4 piercing damage instead of 1d4. You gain 10 more feet of movement, as well as 20 feet of climbing speed. You gain advantage on saving throws against being knocked prone. And finally, you adapt the ability to launch poison from your stinger. As an action, you shoot a shot of poison at a creature you can see, forcing them to pass a Constitution save (the save DC of your Scarip Combat) or take 1d12 poison damage. This transformation can last for 1 minute, and you can do this once per rest (long or short).

Dunewalkers

Dunewalkers originate from dry, desert lands. They have sandy colored tails. They usually have darker skin and hair as well.

Ability Score Increase.

Your Dexterity gains 1 additional point of increase. Your Constitution is raised by 1 as well. 

Heat Resistance.

You have resistance to fire damage, and have advantage on Constitution saves from being dehydrated.

Stoneshapers.

The Stoneshapers Scarips have lighter skin and a wide range of hair color, almost dependent on what they live by. Their hair can change color simply by living by something different for a longer(ish) period of time.

Ability Score Increase.

Your Charisma and Constitution scores each increase by 1.

Adaptable Physique.

Whenever you take a long or short rest, you can choose to spend hit dice to gain different effects. You can only gain one of these benefits at a time. Choosing a new one while another is active will suspend the other to let the new effect take place. These effects last for up to 8 hours.

If you spend 1 hit die, you can gain resistance either bludgeoning, piercing, or slashing damage from non-magical attacks. 

If you spend 3 hit dice, you can gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks, or resistance to any one elemental damage type of your choice. 

By spending 5 hit dice, you can gain immunity to one type of damage of your choice. From this list: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing or Thunder.

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