Homebrew Outerfolk Species Details

“I saw the stars fall one by one, and with them came a terrible monster."

— Ardelia Castillon

Outerfolk are the result of a extra-terrestrial impact on the realm.
They are typically of human bloodlines, and are usually indistinguishable from members of their original heritage. However, an intergalactic incident has left an imprint on their genetic makeup. Outerfolk are able to tap into that power to assume a terrifying alien form.

The universe is vast and as such Outerfolk's Outer forms vary wildly, although typically they are long slender beasts with exaggerated spinal crests and no visible eyes. They often have long skeletal tails, decorated with dangerous spines/spikes, multiple rows of teeth, and sharp, hooked claws. 

Race originally created by Badtusk on twitter. Adapted for DND Beyond by me.

Outerfolk Traits

Your outerfolk character has a variety of natural abilities, the result of a galactic incident.

Ability Score Increase

Your Dexterity score increases by 2, and your strength score increases by 1.

Age

Outerfolk mature at the same rate as humans, but can live to be over 100 years old.

Size

Like Humans, Outerfolk range from under 5 to over 6 feet tall and have standard humanoid builds.

Usually.

Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages

You can speak, read, and write Common.

Blood of the Outerworld

Your blood appears normal, but burns flesh at the touch. When you take slashing or piercing damage from an attacking enemy that is no further than 5 feet away, you deal acid damage to them equal to your constitution modifier. This damage is ignored if the attacker is wearing heavy Armor, or wielding a shield.

In addition, you gain a natural immunity to acid damage.

Evolution

As a bonus action, you can assume your outer form. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level, plus your constitution modifier (a minimum of +1 temporary hit points.) You can shift once per short/long rest. Whilst transformed you cannot speak, and cannot cast spells; you however can still concentrate on any spells you cast beforehand. Any Armor you are wearing at the time is absorbed into your form, but you still retain the benefits.

You also gain the following features whilst transformed:

Hooked Claws- You gain a climbing speed equal to your walking speed, and your unarmed strikes instead deal 1d6 + your dexterity modifier, and count as finesse weapons. You have proficiency making unarmed attacks, and your unarmed strikes deal slashing damage. The damage on your hooked claws increases to 1d8 at level 5, and 1d12 at level 10. If both your hands are free, you can use your other hand to make a claw attack as a bonus action, as though you were using two weapon fighting.

Did you hear that?- You gain blindsight at a range of 10ft, and advantage made on survival checks to hunt creatures. You also gain advantage on stealth checks.

It was right there!- As a bonus action, you can dash, disengage, or hide.

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