Homebrew Akhenaten Species Details

In the lightless bowels of the earth, deep within caverns of the Underdark, Akhenatens thrive. Twisting through the black veins of the world, the Akhenatens are ancient burrowers, their clawed limbs etching tunnels and sanctuaries in bedrock untouched by mortals. Though their forms are alien—six-limbed, with glimmering eyes and carapaces like obsidian glass—there is an undeniable intelligence in their presence. Their eyes glow not from light, but from memory: echoes of generations who never knew the stars. While many Akhenatens remain hidden in the deep, some have surfaced—outcasts, scouts, or emissaries—bearing forms and functions odd and alien. They walk among the folk of the upper world with the quiet weight of stone and shadow at their backs.

Akhenaten Traits

As an Akhenaten, you have the following racial traits:

Ability Score Increase

Your Constitution increases by 2, and one stat of your choice increases by 1.

Creature Type

You are a Humanoid and a Monstrosity.

Size

Akhenatens are all sorts of shapes and sizes. Some are diminutive and sneaky, while others develop much larger and tougher bodies, all depending on where they live.

Age

Akhenatens fully mature at 3 years old, and can usually live around 300 to 500 years old.

Speed

Your base walking speed is 30 feet. Also, your strong Akhenaten jaws and claws allow you to burrow at a speed of 10 feet, and climb at a speed of 20 feet. However, you are a terrible swimmer, and can only swim at a speed of 5 feet, and will begin to drown after being in the water for more than two turns.

Superior Darkvision

Accustomed to life in pitch black caves and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Clawed Limbs

Your fingers are jagged and clawed, allowing you to use them as improvised weapons or digging tools.
- You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- When you make a check while digging, add a number equal to the number of free arms you have to dig with. (Ex. If you are equipping two daggers in your main hands, you have 4 free "hands" to dig with, so you receive a +4 modifier.)

Additionally, you have two pairs of smaller, scythe-like arms which you can use to attack with.
- You have advantage on rolls to grapple someone.
- When you attack a creature you have grappled, you may take a free action to attack with one of your clawed appendages. When you hit with them, the strike deals 1d6 piercing damage. This attack does not count towards this feature, and may be used a maximum of times equal to the amount of extra limbs you have left. (ex. if one of your extra limbs was cut off, you can only use this feature three times per turn.)

Additionally, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings as long as you have free hands to do so. 

Regrowth

If you are missing any limbs, you can regrow one of them overnight.

- When you take a long rest, if you are missing any limbs, you can recover 1+ (CON/3, minimum 0, maximum 2) of your limbs overnight.
- When you make any roll with the newly-regenerated limbs, they suffer disadvantage until they have been regenerated for at least 24 hours.

Languages

You can speak, read, and write Common, Undercommon and Deep Speech.

Previous Versions

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