Homebrew Argonian Species Details
Argonians are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friend. Argonians are descended from the intelligent Hist trees of Black Marsh. Most of the Argonians are immigrants from Black Marsh, and all are highly skilled in the art of combat. The band of mercenaries known as the "Blackwood Company" is made up of mainly Argonian and Khajiit warriors commissioned by the Emperor. The Blackwood Company serves as a sort of competitor of the Fighters Guild, and are a point in the last few Fighters Guild quests. The guild hall in Leyawiin is where they have their hist tree, imported from Black Marsh. Hist is what all soldiers of the company drink before doing a contract. Argonians are the only race not to suffer negative effects from drinking the Hist Sap.
Argonians have gills on their necks and are covered in scales. This gives Argonians the unique ability to breathe underwater, which has proven to be an advantage in combat with other races, especially in the swamps of Black Marsh. Argonians are trained in guerrilla warfare to drown their enemies by dragging them to the water and holding them under.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. If an Argonian becomes a vampire, they appear to age tenfold and their eyes turn light red and nearly blank, though their pupils are still visible. Argonians possess tails, the only race besides the Khajiit to do so. When swimming they use their tails to propel themselves as they glide through the water like a fish. An Argonian's tail is also used for balance giving them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins.
Argonians have a wide variety of cranial features such as fins, ridges, spines, spikes or horns. Female Argonians tend to pierce their cranial features.
Argonians have a complex language, known as Jel, that few men and mer try to learn, with the exception of Dunmer slavers. As such, many Argonians go by their translated names.
Example male names
- Teinaava
- An-Zaw
- Haj-Ei (Jel for "Hides His Eyes")
- Big Head
- Eleedal-Lei
- Grey-Throat
- Jeelius
- Scar-Tail
Example female names
- Chanil-Lee
- Star-Beech
- Ocheeva
Argonian Traits
Your Argonian character has a plethora of skills harkening back to the swamps of Blackmarsh.Alignment
Most Argonians are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Ability Score Increase
Your Constitution score increases by 2, and your Dexterity score increases by 1.
Age
Argonians reach maturity around age 14 and rarely live longer than 60 years.
Size
Argonians tend to be around average height, and usually have slimmer, more athletic builds. Their frills and fins sometimes make them appear larger than they are. Your size is Medium.
Speed
Your walking speed is 30 feet, and you have a swimming speed of 30 feet.
Cunning Artisan
As a part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 arrows (these are regionally dependent, though. e.g. there are no javelins in Skyrim). To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Amphibious
You can breathe air and water.
Natural Armor
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity 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.
Race Spells
Every person, depending on their race, has the ability to cast a small handful of spells on command. You can cast the cantrip produce flame, and the 1st-level spell cure wounds at will. These two spells do not count toward your prepared spells or spells known list and do not consume spell slots when used. The spells cannot be cast at higher levels using this power. Once you have used a spell once, you cannot use it again until you have completed a long rest.
Use your Intelligence modifier when casting each of these spells, even if you are a magic user whose spellcasting ability is not Intelligence. Your Spell Save DC and Spell Attack modifier are as follows:
Spell save DC = 8 + your proficiency bonus + Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Histskin
You are naturally immune to all poisons; you cannot be afflicted by the poisoned condition, and you have an immunity to poison damage. You also have a resistance to disease: you have advantage on saving throws relating to the affliction and fighting of disease.
Languages
You can speak, read, and write Tamrielic and Jel.
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