Homebrew Skunk-Kin Species Details

 

The little beasts are troublemakers to say the least; they've been flirting with the more devious feyfolk. Nothing good could come out of that.

Gardel Larthren, Fieldworker

 

Skunk-kin are almost always correlated to fey due to their less than wholesome heritage of tricks and disaster alongside their more carnal instincts. Cities in which they are local have sometimes outright banned their presence within the walls because of this stereotype, meaning that in most cases you'll find bands of skunk-kin along the roads in your travels as well as encamped outside the entrances to larger capitals.

 

Skunk-Kin Traits

Skunk-kin are known to have flitting personalities and are known to work with guile beings, be them holy or devilish; allowing many devious traits to arise.

Ability Score Increase

Your Dexterity score increases by 1, and your Charisma score increases by 2.

Age

Skunk-Kin has lifespans equivalent to humans.

Alignment

Skunk-kin are most commonly chaotic in their alignments, although their general capacity for mischief also often leave them on the playful end of the spectrum~

Size

Skunk-kin are shorter than the average human although somewhat portly, meaning they are medium in size.

Speed

Your base walking speed is 25 feet.

Darkvision

Your species' nocturnal nature allows you to see fairly well in the dark, offering you vision of 60ft of darkvision in dimly lit areas as if it were brightly lit alongside viewing complete darkness as if it was dim light.

Nasty Gas (Breath Weapon)

You can use your action to let loose gaseous energy. When you use your breath weapon, each creature in the area of the radius of its 15 foot cone must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Languages

You can speak, read, and write Common and one other language of your choice.

Potent Smell

Any creature attempting to track the Skunk-kin by scent gets advantage on their survival checks.

Racial Proficiency

Skunk-kin gain proficiency in persuasion and deception checks.

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