Homebrew Cerakin Species Details

Verging off from their saurian cousins long ago, the Cerakin are a distant feral race evolving from the similarly ancient Lizardfolk. A hardy and lumbering people, the Cerakin are slow and methodical with their heavy horns and large frills growing with age showing their wisdom and experience. Cerakin tend to distance themselves from civilized society rather secluding themselves deep in warm jungles and rainforests in small family groups or merging families into larger heards. Though little connects their people from one subspecies to the next their shared devotion to the old ones connects them deeply with nature and its spirits.

Cerakin Traits

Cerakin boast thick scaley skin and a large varriety of heavy horns and frills leading to their slow movement. Though not the most agile of races they are a study and dependable race nonetheless.

Ability Score Increase.

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Natural Armor.

You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Horns.

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush.

Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns.

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Gift of Bone

You can lower your head to block as an action. Until you are moved or raise your head, you gain a +5 bonus to your AC to all attacks in front of you facing the direction you were last attacked, and you have advantage on Strength and Constitution saving throws. While blocking, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws and perception rolls, you can’t take reactions, and the only action you can take is a bonus action to raise your head.

Languages.

You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

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