Homebrew Aacrogonian Revised Species Details

Old as Time

The Aacrogonian's have lived since the dawn of time co-existing with the lizardfolk and beasts that have long been extinct. After being forced underground due to events unknown in the modern world, they have now found a way to the surface to find themselves in an unknown world with unknown races. We must learn their ways and adapt. Become Better. Stronger.

 

Dwellers of the Deep

Aacrogonian's spend most of their lives in large bodies of water hunting and gathering. They often lend their aid with Triton's whether its manual labour or a blood pumping battle. They have very friendly relations with Lizardfolk and Dragonborn due to their similarities. 

 

Prehistoric

Aacrogonian's have lived long before known history and as such have amazing adapting capabilities. They are also a tribal race living in clans in huge underground caverns. These caverns have an unusual crystal that glows as bright as the sun and access to large underground rivers that connect with other caverns. Though tribal, they continuously add new modern inventions to their life. They prefer to stick to their roots of tribalism, yet are very modern in terms of architecture, weapons, battle planning, etc. There are stone temples that are built under the strange crystals where they commit to their tradition known as the Blood Trials. The other buildings which they call home are built out of whatever the modern era’s commonplace material is. In this case, stone. They have advanced mining and metallurgy to create tools and weapons. Their weapon's always suprise smith’s due to their ability to learn from past and present to create better and better technology. All of these weapons and items made from the Acrogonians have runic symbols of their creators, as well as the owners.

The Blood Trials

The blood trials are as old as the Aacrogonian's themselves and every Aacrogonian must do this as a symbol of their worth. Aacrogorians are able to do the blood trials once they have finished their training about 35 years of age. It starts when the selected Aacrogorian's cut their hand and place it upon the alter on the top of the temple. They then go through 6 different trials where they place all their skills to the test. A test of Wisdom, Intelligence, Fortitude, Agility, Raw Power, and Leadership. These trials are done in groups of 5. At the end of each trial, they claim their rewards which they then place upon the alter as proof. Chances of death are highly likely within the trials, however, should they return without a reward of the trial, they can either chose death to preserve the family bloodlines or exile and bear the mark of shame. They can return back from exile if they fill their weapon with engravings of deeds that are far greater than the challenges themselves. Honor is a virtue to these beings.

 

Killer Features

Aacrogonian's are humanoid reptiles that have crocodile or alligator like features. With long muzzles (mouths) filled with fearsome teeth, eye's fixed with the look of anger and powerful tail that can strike harder than any punch, they are all well built and stocky apart from the Kaykac which are smaller. Females of the Aacrogonian are a bit less stocky than males and they are also a little bit more slender.

 

Dressed to Impress

Aacrogonian's use chitin instead of leather when they make their clothes But they often decorate themselves with rare metals such gold, silver and platinum with gemstones inlaid in them. They believe that wearing this shows how close they are to their god but the races of the modern world believe that they are showing off their 'superior' wealth. Their armors are always in precious metals.

 

Aacrogorian Breeds

Any Aacrogonian can mate with each other, the breed of the Aacrogonian depends on the strongest genetic traits of the parents. Aacrogonian's are hatched from eggs, they develop within these eggs for about a year so that when they hatch, they will be able to survive on their own without parents if necessary. They are hatched next to underground lakes filled with fish so that they can develop their muscles and they stay in the lake for about 6 months until the parents claim them and begin their lifelong training. Only the strongest survive this beginning period of their lives, only about 40-50% making it to the next stage.

 

Names

The names of an Aacrogorian are given when they are claimed from the lake and the names share similarities to the Lizardfolk and they often mean something in their own tongue. 

 

Strange Folk

Aacrogorian's are relatively speaking 'new' to this world especially being hidden away for centuries. But they know if they aim to survive in this world, then they must know who live here.

Lizardfolk. '' Good people them lot. Old as we are. Strange that they grow feathers like bird thing yet do not fly. Strange indeed...''

Dragonborn. "The Dovahkiin are a proud race to say the least. We would tell them stories of the first dragons of the world, That they would kill anything that moved, burned jungles to nothing but ash and struck without warning. Hard to believe that this would happen. Yet we share a common tongue give or take a few words. They are full of Honor those beings are. We are friends. Great Friends. We are their elders. Ancestors in fact."

Humans. ''They show fire in their hearts and their history tells of great deeds. Yet, they are controlled by emotion. They kill their own kin for greed. They are beneath us. ''

Dwarves. ''Short, sturdy folk. Love a good fight like us. Great miners, they hold a great abundance of precious metals like us. We look to their mining technology and improve upon it. Although the way the hold their metals and do nothing with them is…weird. Do they not honour their god like us? Those beings are... unusual...'

Elves. ''Their body is so frail I could snap it between two of my fingers. Yet they show fighting skills we have never seen and have shown us how use thing called 'magic'. The thing they call 'art' baffles me, hang things called 'pictures' on walls, tell me it keeps them as 'decoration'. Yet there is one thing I like about them is their thing called 'music' it somehow soothes me, calms me. We’ve learned civility from these beings. Magic is what makes us value these creatures. Fine Beings indeed.''

Halflings. ''People small enough that I could eat them in one bite. But they are very welcoming to me greet me with 'smiles'. They strangely 'cook' their food though I will admit that it was tasty. Still I prefer my food when its still breathing or at the very least raw. Though if we want to adapt to this new world, we must also adapt their way of eating.'

Orcs. '' Hah, people I can get along with. Proud warriors and fierce fighters. They treat me as one of their own as they respect my strength. Learned a few new fighting tricks. Over a few punches… They are brutish beings. Their fighting lacks technique but makes up for it in power. We teach them technique, they teach us training methods.''

Tieflings. ''Odd people them. Shroud themselves with mystery. Yet they understand what's it like to be different, 'outcasts' they call it.' We like them, as mysterious as they are. They are neutral towards us, yet treat us as companions. We have kinship in being what they call ‘outcasts’.

Tritons. ''People of the sea. They treat us as equals in the water as they too are honourable like us and willing to fight invaders. They were the first to help us in this new world. So we return the favour by helping them protect their home.''
~An extract from Explorn of the Lornan bloodline.

Aacrogorians Traits

Aacrogorian Traits

Ability Score Increase

Gain a +2 to any score of your choosing.

Darkvision

Having to navigate the deep underground rivers you are used to the darkness of it. You gain 60ft of darkvision.

 

Age

Aacrogorian's can live up to 400 years old. On average, they live roughly 280 years due to their lust for valor and battle. If they live over that average, they become known as an elder. They mature quickly and reach adulthood at the age of 16 and don’t show much aging from that point on. These beings don’t show their aging much until their scales begin to change color. 

Alignment

Aacrogorian's are very wise beings who think for themselves and the good of their people. They fall upon the neutral alignment. 

Size

Aacrogorian's grow anywhere between 4ft 9in to near 8ft depending on the variant. They can weigh anything from 250-500 lbs. Usually of pure muscle.

Speed

Aacrogorian's take bigger strides than other races but they have to move their large bodies which slows them down a bit so they can move 30ft.

Language

Aacrogorian's speak a language similar to draconic but a few words have different meanings to the normal draconic tongue. When they write in draconic, it is in runic symbols. They call this language Goan. Common is a second language and they do not fully understand it so it will be spoken slower. Most beings take it upon themselves to become fluent in Common, but if not they cannot write in Common.
Capture your Prey

As an action, you can lash out with your tail to a target within 5ft of you. You use your str+proficiency modifiers to grapple your opponent.

Water Adaptations

Due to your crocodilian features, you can breathe underwater and gain a swim speed of 40ft.

Razor Teeth

Aacrogorian's have a large mouth with lots of razor sharp teeth. You gain the bite action. This can be used as an action or a bonus action, only if using an attack action. Dealing 1d6 piercing damage, the modifier to attack is your strength alone.

Blood Frenzy

When you are reduced to 0 hit points for the first time, regain 1 hit point and enter blood frenzy state. When you are in this state you:

 

Immediately take the bite action on any target within 5ft.

Treat all attacks as reckless attacks. (melee attacks with advantage. all attacks against you have advantage).

Strength increases by +2

Blood frenzy ends when the player is unconscious or 1 minute after combat encounter. This is a one use per a long rest.

Bloodlines

Bloodlines are important as they show your lineage within the culture. Bloodlines mean that you are not completely related to each other. Bloodlines mean that it is the strongest trait that you feel most attuned to. Choosing a bloodline, or in most cultures, your path occurs at 15 years of age for the youngling which is the most important part of their lives. Once the youngling has chosen their bloodline, they finish training with them learning the skills they need.

For example, a youngling may have parents of the Raygar bloodline, however, the youngling may choose to become a Lornan bloodline as they feel most attuned to that. They will finish off their training with others who also feel most attuned to that bloodline.

Only the Delsin bloodline will choose one youngling to become the next high priest/priestess when the time is right.

The Garvorn bloodline will train others in leadership and they often become officers within the military. They will also choose one of them to become the next clan leader, which is most likely one of their own kin.

Please select from the following and read their descriptions in character builder to understand what each bloodline is; 

  • Caigic
  • Delsin
  • Exlsin
  • Farous
  • Garvorn
  • Lavgar
  • Lornan
  • Raygar
  • Mixed
  • Forsaken

Aacrogonian Revised Traits

As a Aacrogonian you have these following traits.

Dark Vision

Having to navigate the deep underground rivers you are used to the darkness of it. You gain 60ft of dark vision.

Size

You are Medium.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Creature Type

You are a Humanoid.

Bite

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Blood Frenzy

When you are reduced to 0 hit points for the first time, regain 1 hit point and enter blood frenzy state. When you are in this state you:

 

Immediately take the bite action on any target within 5ft.

Treat all attacks as reckless attacks. (melee attacks with advantage. all attacks against you have advantage).

Strength increases by +2

Blood frenzy ends when the player is unconscious or 1 minute after combat encounter. This is a one use per a long rest.

Breathe Underwater

Due to your crocodilian features, you can breathe underwater.

Capture your Prey

As an action, you can lash out with your tail to a target within 5ft of you. This becomes a battle of contested athletics. If you end victorious, you restrain your target. At the start of each turn, they must make a strength-saving throw against 10+ your athletics modifier or lose their turn. Whilst grappled they have the restrained effect.

Crokac Bloodline

The Crokac have a more crocodilian appearance with their deep green-pitch black scales with pale yellow-white scales down the front. They grow between 6ft 2in up to 8ft. Their muzzles are slightly larger than others. Their bodies are in between a Gharkac and a Gorcak but are more sturdily built. As a Crokac gets older, their scales begin to dull to black. (If scales aren’t already black). This process usually begins at about 180 years old. Should they live past 300, their scales will have turned white and they accept their place as an elder, passing on their knowledge to the next generation. This bloodline are known to be more compassionate and reasoning than any other bloodline.

Heavy Weapon Fighters

Crok's have always trained using heavy weapons since the day they start. Gain proficiency with any weapon with the Heavy property if you did not have it already and you are no longer bound by the constraints of the Heavy property.

Overwhelming Strength

You have an overwhelming natural strength in your body. Gain advantage on Athletics ability checks.

Huge Frame

Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. 

Strong Water Adaptions

Your swim speed is increased by 10ft, this only affects your base swim speed. Being underwater doesn’t affect your combat ability. Being in swamplands, mangroves, etc doesn’t impose difficult terrain on you.

Ability Score Increases

Gain a +2 to Constitution as well as to any score of your choosing.

Gorkac Bloodline

Gorkac have more of an alligator appearance and are the largest of their kind, often growing between 6ft to 7ft 7in. Their muzzle is thinner than the Crokac's but it is slightly longer. Their scales vary from pale green to white. They have very broad and muscular bodies which they often use to take whatever they want and if anybody tries to stand up to them, it always gets bloody. Finding a Gorkac who is compassionate is as rare as a lunar eclipse.

Intimidating Presence

Gorkac are the most fearsome bloodline in the Aacrogorian race, often looming over others. Gain proficiency in intimidation.

Thick Scales

Gorkac have the strongest scales of the Aacrogonian due to extreme training. Gain +2 to AC

Claws

Gorkac, unlike any other bloodline, have been thoroughly trained in hand-to-hand combat. As such their claws have been honed to be deadly weapons. Your unarmed strikes become claw strikes that do 1d6 + Strength Modifier.

Skillful Agression

Due to Gorkac’s hotheadedness and need to solve everything with violence, they have been mercilessly taught to know the ins and outs of swinging first. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.

Ability Score Increase

Gain a +2 to Strength as well as any score of your choosing.

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