Homebrew Karatki (Wasp Folk) Species Details
The Karatki are bipedal, wasp-like humanoids that live in great trees and forests, making large, branch bound towns and huts with interconnecting bridges and buildings. They are natural hermits and aggressors, basing their entire culture on proving themselves in gritty, bloody war. From a young, naïve age they are taught to hate outsiders, and trained to be machines of violence. Some young Karatki have recently began to denounce their teacher's barbaric ways and integrate themselves into common society, leading to increased sightings of domestic and peaceful Karatki. Although, some say that the violent nature of Wasp Folk is still deep down inside them, waiting to be let loose upon those foolish enough to anger them.
Karatki (Wasp Folk) Traits
A Karatki, no matter how peaceful they wish themselves to be, will always have a deep love for violence and war. Being feared for such traits may work into one's favour.Survivalist
You gain proficiency in Survival and Perception.
Languages
You can speak, read and write Common, as well as one additional language.
Stinger
You have a stinger, which counts as a natural weapon. On a hit, your target takes 3 piercing damage and must make a Constitution saving throw (DC is 12 + your Constitution modifier) or take an additional 1d8 poison damage and become poisoned for an amount of hours equal to your level. The poison damage increases by 1d6 at 5th, 10th, 15th and 20th level. Also at 15th level, your venom becomes more potent: if your target fails the DC by more than 5, they are paralyzed for an amount of turns equal to your Constitution modifier.
Allignment
Karatki are usually aggressive and naturally hermits, leading to their curious but wary nature. Most tribe dwelling Aratki are Lawful Evil, while more domestic Karatki living in villages are Lawful Neutral-Lawful Good.
Bad reputation
You gain proficiency in the Intimidation skill and have expertise on all checks made to scare or otherwise strike fear into someone.
Unfortunately, you have disadvantage on all Persuasion checks made to peacefully resolve a conflict, barter, convince someone you mean no harm or anything similar.
Violent nature
Any aggressive and threatening action made against you forces a DC 10 charisma saving throw. If failed, a wave of uncontrollable primal instinct comes upon you and you are forced to make an unarmed strike at the source of the threat.
If in combat, if an attack is made against you, all of your attacks on that creature on your subsequent term are at advantage, and your first attack made on that creature will have a +5 to hit , though you will gain a point of exhaustion at the end of your turn. You can choose to not guarantee your first hit and attack normally to avoid these effects if you wish.
Movement
Your walking speed is 30ft. Due to your Wasp-like wings, you have a flying speed of 15ft.
Natural Armour
While not wearing armour, your AC is 13 + your Strength modifier. If you wear armour with a lower AC than what you can achieve with your natural armour, use your natrual armour's AC instead.
Previous Versions
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6/13/2025 9:40:03 AM
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