Homebrew Direskall Species Details
Direskall are a humanoid Arachnid like race that originate from the swamp lands of the Crystal Marsh located in the nation Greyroot, being a highly respected race of ambassadors and political leaders they don’t not refer to themselves as he nor she in most to all cases. While some of their race take on more spider like features other also take on more scorpion like traits ranging from being having more muscles and bulk to having a tail and stinger. They stand at a average heights of 7”- 8” with a hard exo skeleton shell and four functional arms (while they have four arms their secondary pair are much smaller and weaker and can’t be used for hard tasks). The colors of their shells differ and change based on age and ancestry resulting in vibrant and bold colors as young before darkening and fading in their later years. Having a longer life span then humans Direskall live till their usual two hundreds before expiring, living in a naturally humid land they are not the most accepting or a custom to the cold and require thick layers in order to travel in such areas.
Direskall Traits
Being arachnids grants Direskall many advantages and disadvantages of lacking human like skinLanguage
You can speak, read, and write Common and Krillen
Web Walker
Direskall are able to produce and weave their own silk, being around all their lives allows them to be able to deal with webbing with ease.
Spider Climb
Many to all Direskall possess sharp talons/claws allowing them to climb and dig into surfaces with ease.
Web Sense (only if female)
While Direskall are gifted weavers of their own silk/webbing only females can actually produce it while males aid in weaving it, giving them natural talents of knowing the vibrations of the webbing.
Darkvision 60ft
Their Arachnid nature allow them to see in low light viability
Bite
Melee Weapon Attack: PROF. bonus + STR Mod to hit, reach 5 ft., one creature. Hit: 7 (1d8 + STR Mod) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6) (Only If Female)
Ranged Weapon Attack: PROF. Bonus + DEX Mod to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrainedtarget can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Ability Score Increase
living in a harsh land and terrain that is the Crystal Marsh makes for a need of even stronger people. The Direskall having existed there for centuries have perfected ways to terraform and exist in these lands to fit their needs and provide for their communities.
Age
Direskall have lifespans similar comparable to humans. They enter adulthood in their late teens and usually live more than a century.
Size
Direskall are between 7 and 8 feet tall and weigh between 170 and 260 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Previous Versions
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8/15/2022 3:08:00 AM
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8/15/2022 3:18:45 AM
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