Homebrew Yark Species Details

the yarks are an incredibly ugly race that is common in the kingdom of grimberg.

their body is yellow and features a bunch of unnecessary parts from different races: two legs of a horse with hooves, a body of a yellow human with tiny wings of a bat and a head of a beetle with tiny hands, they have two wrinkly yellow frog legs with a misplaced thumb. no one knows why but from the moment a yark is born he is followed everywhere by a cloud of unluckiness.

when they enter a fight they can cause severe damage to the enemy without even knowing how they did it, but this damage can also be done to themselves.

for example a well known tale within the yarks society tells that once a yark got drunk and started a fight with an elf, and then all of a sudden a flaming horse crushed the roof of the bar and killed both the yark and the elf.

a good yark needs to be extra careful and maybe the cloud of unluckiness will bring him luck someday.    

Yark Traits

your unluckiness cloud opens the possibilities of unlikely situations

Lead Belly

You can store things in your belly by swallowing them, the GM decides if you can swallow an object or if it's too big for you, if you can swallow it, roll a CON saving throw with the DC depending on how hard the object is to swallow, on a success you swallow the object, on a fail you take 2d6 bludgeoning damage, whenever you want to use an object that's stored in your belly you simply spit it out as an action, you are also resistant to poison damage, have advantage against the poisoned condition and immune to diseases that comes from consumables.

ability score improvements

because of their small build and their life in the streets of grimberg, the yarks have gained agility and street wisdom. however they find talking to other races difficult because of their appearance.  

Critical What?

a critical successes or fail means nothing to you, instead whenever you roll a 1 or a 20 on any d20 roll you'll need to roll a luck roll (d100+d10) if the rolled number is higher then 50 something bad will happen to the enemy's side (the gm decides what that is based on how high the number is). but if the number is lower then 50 something bad will happen to you and your allies (again, the gm decides what happens based on how low the number is). if the luck roll comes from a natural 20 you roll twice and choose the highest result and vice versa.

Amphibious

the yarks have frog-like hands that allows them to swim at the speed of 20 ft with a very weird technique. they also have tiny gills that allows them to breathe underwater.  

Natural weapon-Beetle jaws

your beetle head features a strong jaw, after an attack you can use your action to attack with your jaws, dealing 1d4+your strength modifier piercing damage on a successful hit.

Language

you can speak deep speech and you can also read, and speak common with an accent in most cases. 

Previous Versions

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