Homebrew Yotarmi Species Details
Physical Description
The yotarmi are a race of people similar in shape, size, and physiology to humans, but are noticeably distinct for their ash-grey skin. Their eyes are a pitch, colourless black, hinting at the fact that all among them are blind Nails end in sharp points, and are similarly jet black. Their typically-silky hair can a shade of either this same pitch black or a stark white.
A typical yotarmi will reach adulthood between the ages of 17 and 21, at which point it is normal in their culture to craft a gold-coloured mask for itself. This mask is typically worn for the rest of the yotamri's life, hiding its eerie black eyes and jagged teeth.
History
Yotarmi were once islanders resembling humans, elves or some mix of the two. They were isolated people living deep in the ocean on a tropical, volcanically active isle. A now-infamous volcanic eruption drenched the isle in ash. It is unknown what supernatural influences might have been tied to this ash, but after the islanders were buried under it, they emerged as something far less human. Even among yotarmi, this origin has become something of a myth shrouded in mystery. All among them do believe their race was once normal humans, however.
Society
This isolated, tightly-knit race tends towards xenophobia. Although they have fishing vessels and have been seen on islands outside their own, long-distance sea travel is believed to be beyond their capabilities.
As they are born blind and their race lives in isolation, their homes are often in dark areas safe from potential threats.
Yotarmi culture is filled with what others might see as murderous violence, but as what they see as a prideful sport. Among them, their greatest "game" is the hunting and killing of sentient beings outside their own race, and few conquests are greater than a successful murderous rampage. It is false to believe yotarmi think less of their prey; no, the fact these creatures are as intelligent and capable as the yotarmi themselves is what provides the thrill. Rivalries, feuds, and conflict in this sport and others are common among yotarmi, but despite their seemingly violent and competitive tendencies, they never outright kill or even injure their own kind, and overall are surprisingly orderly.
The more rivals a yotarmi family has, the nobler it is considered in their culture. The leader of any given family is usually the most powerful or accomplished male, and rival males are known to compete over females.
Yotarmi Traits
As a yotarmi you have the following traitsAbility Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
A typical Yotarmi can live to be as old as 300.
Alignment
Although Yotarmi are tightly-knit and follow tradition, they kill for fun. As a whole they have a tendency towards lawful evil.
Size
Yotarmi range in height between 6' and 7'6". Your size is Medium.
Speed
Your base walking speed is 30ft.
Languages
You can speak Yotarmi, which is an oddly esoteric blend of both Common and Elvish. You can speak both languages in a heavy, difficult-to-understand accent, but you can only read or write Yotarmi. (You will have to manually add Yotartmi to your sheet)
Cave Senses
Your vision is impaired through years of evolution, although your other senses have been heightened. You gain the following abilities: You have disadvantage on all attack rolls made beyond 30ft range. You have disadvantage of Wisdom (Perception) checks involving Sight when looking at something beyond 30ft away from you. You have advantage on Wisdom (Perception) checks made involving Hearing or Smell. You have Tremorsense within 15ft of you.
Claws
In place of a normal unarmed strike, you can attack with the claws on your hand if your hand is unoccupied. On a hit, this weapon deals slashing damage equal to 1d4 + your Strength modifier.
Cinder Breath
As an action, you can exhale a 15-foot cone of smoldering ash. Each creature in this cone must succeed on a Constitution saving throw or be blinded until the start of your next turn. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.
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