Homebrew Bakipi Species Details
Bakipi are Originally from the Southernmost Dense forest of Jusa in Lhodos. Bakipi are located beneath Jusa in a Dense rain forest like environment. The Bakipi were raised with little to no sunlight causing them to have a sensitivity to light, but also gave them an advantage in the dark allowing them to see up to 120ft. With this advantage of being raised in the dark they know their way around the shadows. Unfortunately with this design in mind when Chauntea created them they have a design flaw of being less than social. Lacking in Charismatic properties.
Bikipis are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, Bikipis try to remain undetected and don’t give their targets reason to harm them. For example, a group of Bikipis might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation where the townsfolk would try to hunt down all Bikipis and put the tribe’s survival at risk.
Some aggressive individual Bikipis and tribes do exist, but in general Bikipis don’t purposely provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.
A Bakipi acknowledges its weakness in the face of a hostile world. It knows it is puny, bigger creatures will exploit it, it will probably die at a young age, and its life will be full of toil. Although this outlook seems bleak, a Bakipi finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with the mightiest of dragons.
A Bakipi isn’t clever, but it isn’t as stupid as an orc. Someone can fool a Bakipi with smooth words or a quick wit, but when the Bakipi figures out it has been tricked, it remembers the affront. If it gets an opportunity to do so, it will retaliate against that person somehow, even if in merely a petty way.
A Bakipi doesn’t like being cornered or alone. It wants to know it has a safe path for escape, or at least an ally nearby to improve its chances. A Bakipi without either of these options will be nervous, its behavior alternating between meek silence and hysteria.
Bakipi Adventurers
These Bakipi are more ambitious and daring than their fellows. Others strike out on their own in search of the wonders of the above world, social constructs, or to discover if there are others like them.
Bakipi adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. As it does not do well in social situations outside its race and needs guidance.
Bakipi Traits
These are the following Racial Traits of BakipiAbility Score Increases
Dexterity +2
Strength + 1 or Constitution +1
Age
Bakipi reach adulthood about 15 years live about 50 years.
Alignment
Can range from Good to Chaotic, but never Evil.
Speed
Bakipi base walking speed is 20ft with an additional 30ft of climbing movement.
Darkvision
Can see up to 120ft in the Dark or Dim light.
Tail
Your tail can be used to make an unarmed attack, to pick up + hold items, can hold weapons and or shields. As well as it can be used to hang from trees and or other objects. Make a strength check to stay hanging for more than 2 hours if it is under 2 hours than no check is needed.
Light-footed and Light-tailed
You have advantage on stealth rolls when you're at a higher elevation than the person/people trying to detect you.
War Cry
You can howl/Screetch, All allied creatures who can hear gain advantage on their next attack roll, this can be used as a bonus action the number of times equal to your charisma modifier (min 1). Resets after long rest.
Sun Sickness
While in direct sunlight, unless otherwise concealed, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.
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