Homebrew Skaven Species Details
This race has multiple subraces, as listed below:
• Clan Eshin
• Clan Mors
• Clan Moulder
• Clan Pestilence
• Clan Skryre
Skaven Traits
Paranoia, Scurry, GiftedAbility Scores
Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Darkvision
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, and one extra language of your choice.
Paranoia
You have a +3 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) to detect hidden threats.
Scurry
You can take the Disengage or Hide action as a bonus action.
Gifted
When you make an ability check with the skill or tool your clan granted proficiency in, you can roll a d4 and add the number rolled to the ability check.
Clan Eshin
Shadowy assassins and spies, Clan Eshin excels in stealth and precision. Their warriors strike from the darkness, leaving no trace of their presence. With unmatched agility, they use their skills to deal devastating blows while remaining hidden from sight.
Shadow Strike
When you attack while hidden, and the attack misses, you are not revealed. Additionally, once per turn, when you make a weapon attack while hidden, you can deal additional damage equal to your proficiency bonus.
Proficiency
You gain proficiency in Stealth or Acrobatics.
Clan Mors
The battle-hardened elite of the Skaven, Clan Mors produces fearsome warriors trained in martial combat. Equipped with powerful weapons and armor, they dominate the battlefield with their superior tactics and the raw strength to overpower any foe.
Martial Training
Martial Training: You gain proficiency with Medium Armor and Martial Weapons. Additionally, you learn one Battle Master Maneuver and gain a d4 superiority dice. The saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).You can use this maneuver a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Proficiency
You gain proficiency in Athletics or Intimidation.
Clan Moulder
Twisters of flesh and bone, Clan Moulder specializes in grotesque mutations that enhance their allies or cripple their enemies. Their experiments result in terrifying creations, and their knowledge of anatomy allows them to warp the physical form to suit their needs.
Mutate
As an action, you touch a creature and temporarily warp its flesh for 1 minute. It gains a Slam attack as a bonus action, dealing 1d6 bludgeoning damage, increasing to 1d8 at 5th level, and 1d10 at 11th level. Alternatively, the mutation can reduce its speed by 5ft and cause a penalty to its attack rolls equal to half your proficiency bonus rounded down. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Proficiency
You gain proficiency in Arcana or Medicine.
Clan Pestilence
Devotees of disease and decay, Clan Pestilence wields virulent plagues as both a weapon and shield. Surrounded by auras of noxious fumes, they spread sickness wherever they go, their bodies immune to the very poisons they unleash upon their enemies.
Pestilent
You have advantage on saving throws against disease and cannot be poisoned. Additionally, you have resistance to poison damage.
Plague Aura
As a bonus action, you emanate a 5-foot radius aura of disease that lasts for 1 minute. You can choose which creatures are affected by this effect. Any creature that starts its turn within the aura or enters it for the first time on a turn must make a DC 10 + your proficiency bonus Constitution saving throw. On a fail, a creature takes poison damage equal to your proficiency bonus and is diseased. While diseased, a creature has disadvantage on attack rolls and ability checks, and takes poison damage at the end of its turn equal to half your proficiency bonus (rounded down). A diseased creature emits a 5-foot radius aura functioning as your Plague Aura, affecting any of the creatures you initially targeted.
At the start of each of its turns, the creature can make another Constitution saving throw. On a success it ignores the effects of the disease for that turn.
All effects end when your Plague Aura ends. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Proficiency
You gain proficiency with the Poisoner's Kit or Alchemy Supplies.
Clan Skryre
The mad inventors of the Skaven, Clan Skryre merges arcane magic with unstable technology. They harness dangerous energies, casting spells and wielding bizarre devices that defy the laws of nature, pushing the boundaries of power with their reckless innovations.
Adept
You learn Shocking Grasp and Guiding Bolt. You can cast Guiding Bolt without spending a spell slot twice with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Overclock
As an action, you can choose to regain one spell slot of a level you have spell slots available for, or one usage of a class feature or ability that refreshes after a long rest. Once you use this feature, you must finish a long rest before you can use it again. Starting at 10th level, you can use this feature twice, and a third time at 17th level.
Proficiency
You gain proficiency with Tinker's Tools or Investigation. Additionally, you can ignore the loading property of weapons.
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