Homebrew Geckoling Species Details
Kindred to geckos, geckolings are often misjudged as weak or incompetent, though they are more capable than they seem. Formed when the first of the gecko's much larger ancestors began walking upright, geckolings have some of the most favorable aspects of both geckos and humanoids.
Gecko Kindred
Geckolings look very much like geckos standing upright in humanoid form, though they are about twenty times the size. Their tough, durable skin is usually yellow or cream in color, sometimes ranging to light green, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and usually weighing 200 pounds or more. Their hands and feet have strong, built-in claws with three fingers and a thumb on each hand.
Geckoling Traits
A shared ancestory with modern geckos is apparent in a geckoling's traits.Ability Score Increase
Your gecko ancestry grants you more nimbleness than your fellow humanoids.
Natural Climber
Being a humanoid gecko has the perk of being more adept at climbing as your hands and feet have similar, albeit weaker, microscopic frills like geckos, allowing you to "stick" to walls.
Darkvision
Geckolings have the ability to see better much better in the dark within a certain radius. Their large, wide eyes have evolved to be more sensitive to light as many geckolings are partially nocturnal. However, this increase in light sensitivity does not apply to colors, as being able to see colors in the dark was not advantageous during their evolution.
Vicious Bite
Geckos are known for their ability to bite down on a hostile individual when they feel threatened and not let go. Geckolings have a similar bite power scaled up, but with sharp teeth where geckos only have their jaws. When threatened, some geckolings will bite their aggressors, often leaving terrible marks where their teeth pierced the aggressor's flesh.
Hunter's Lore
Geckolings are most infamous for their great hunting skills. Their vast knowledge of nature has led them to be perfectly able to fend for themselves in the wilderness for extended periods of time, some geckolings even opting to leave their village in favor of a more simple life in the woods.
Hunter's Lore 2
Geckolings are most infamous for their great hunting skills. Their vast knowledge of nature has led them to be perfectly able to fend for themselves in the wilderness for extended periods of time, some geckolings even opting to leave their village in favor of a more simple life in the woods.
Poisonous Revenge
Geckolings have poison inside of their bodies that is harmful to ingest, but can also be dangerous to attackers. The poison can seep into the skin and cause internal damage. As a reaction, upon being hit with a melee attack with a range of up to 5ft, you may propel your poison upon your opponent. The attacker must make a DC13 dexterity saving throw. Upon failure, they take 1d8 poison damage. You can do this 2/Long Rest.
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Posted Feb 20, 2022So, you give flavor, and basic descriptions, but I feel like I should point out that you're missing the most valuable part, the math.
Your ABI doesn't actually give anything for race, you're probably going for +2 dex or so.
Natural climber works as is, or could be made for adv on climbing.
Darkvision should be 60ft presumably, 120ft if you think this race should get it.
Bite should presumably be 1d4+str
There's no difference between the 2 hunter's lore for some reason.
Poison Revenge kind of makes sense as written, as them dodging this, but I'm not sure if I'd use a Dex as something he can control. If it was a splash, that's one thing, but if he's actively flexing as a reaction to getting hit, and it expends his usage till a long rest, it probably goes everywhere. And it's poison, so Con would be a better stat to go off of. There's an argument for either though, it's just a suggestion.
Not trying to say, "Do this" just giving an opinion on how to finish it. it's come up for my campaign.