Jarkad (5e Race)
From D&D Wiki
|Natural form of a Jarkad|
The jarkad are descended from human cannibals who have made a pact with a demon. After ten generations, the first jarkad is born and their descendants have the cursed blood of the jarkad.
The first jarkad are born with human appearance but with a pair of horns, with the passing of the generations they take the characteristics obtained from their parents.
The jarkad usually hide in small villages, since they are hunted, even by their own people. The jarkad with more strong characteristics is considered a leader or saint.
The jarkad are descended from human cannibals who have made a pact with a demon.
Ability Score Increase. If an ability increases the max points you can have it also make you gain the same amount in score.
Age. The first generation of jarkad only lives until 30 years and reach adulthood at around 18 years, but each generation of jarkad increases the life span in 10 years.
Alignment. Jarkad will typically follow chaotic alignments.
Size. Jarkad usually has the same weight and height as a human, but as generations pass they may vary in size and weight. A first-generation jarkad is Medium but after the 3rd generation they can already be considered tiny or giant.
Speed. Your base walking speed is 30 feet.but as generations pass they may vary between 15 feet and 60 feet, and even gain flight or swimming speed.
Devour. As an action you can eat a creature to gain one of its traits, roll 1d100 and depending on the result something happens.
1-10:You gain one of its appearance, including size and speed, and one of its Languages.
11-30:You gain it Racial Ability Score Increase or if it is a creature you gain a random racial ability score from any the options bellow(roll 1d6),if you gain 2 ability score increase you take the higher(THIS ABILITY IS NOT CUMULATIVE, for exemple if you have two racial ability score increase, one of then increase your Strength by 2 and your Dexterity by 1, and another increase your Strength by 1 and your Constitution by 1, the result will be +2 Strength, +1 Dexterity and +1 Constitution).
1)increase your Strength by 1 2)increase your Dexterity by 1 3)increase your Constitution by 1 4)increase your Intelligence by 1 5)increase your Wisdom by 1 6)increase your Charisma by 1
31-80:You gain one of it active abilities, it cant be a legendary action but it can be a limited action( you gain its charges, but you just can recharge devouring the same or another race that have this ability).
81-90:You gain one of it passive abilities, it cant be a legendary action but it can be a limited action( you gain its charges, but you just can recharge devouring the same or another race that have this ability), and you gain one of its proficiencies.
91-99:You gain the same effects of the above chances.
100:Same as the last option but it will happen 2 times.
You can just devour once per short or long rest.You will need to wait a week to gain any benefits again from the same type of creature you already devoured.
When creating a Jarkad you can optionally start with one of the characteristics of any other race.
Languages. You can speak, read, and write Common and one other language of your choice.
Ability Score Increase. The Strength and Constitution score that you gain with the ability devour will be multiplied by 2. And the limit of these abilities increases to 22, but it does not increase your ability score.
Huge Constitution. For each level your max hitpoints will increase by Constitution modifier + your Strength modifier.
Great Lunch. When you devour a creature you regain all your hitpoints and gain temporary hitpoints equal 2 times your total level.
Ability Score Increase. The Wisdom and Intelligence score that you gain with the ability devour will be multiplied by 2. And the limit of this abilities increases to 22, but it do not increases your ability score.
Magic Connection. When you cast a spell you can alter the type of damage it deals at will, you can also make the spell heal one quarter the damage instead of deal damage, if you do so you cant use this trait until a long rest .
Magic Absorption. When you devour a creature that can use magic, you regain a charge of any magic level(at max level 5), and you learn a random spell that it knowns and it will be considered a magic for your class.
Ability Score Increase. The Dexterity and Charisma score that you gain with the ability devour will be multiplied by 2. And the limit of this abilities increases to 22, but it do not increases your ability score.
Dark Connection. When you make a stealth roll, while you are in darkness, you gain invisibility while you stay in darkness.When in stealth your movement speed stay unaffected .Your insibility last 1 hour.
Dark Pact. When you devour a creature you can take a legendary action from the creature, you can just use the lendengary action once.
Ability Score Increase. The Strength and Charisma score that you gain with the ability devour will be multiplied by 2. And the limit of this abilities increases to 22, but it do not increases your ability score.
Light Connection. You can cast light at will.While under light you can create a weapon made of light, the damage of the weapon is now radiant and it glows similar to a torch, but it do not generate heat.
Luminus. When you devour a creature you gain a aura from the list,the number of aura you can have is just a quarter of your level.The aura has 5 feets and each 5 diferents creatures your devour it gains more 5 feets of range, the aura just work while you are conscious.
1)Aura of Attack:Each nonhostile creature in the aura (including you) deals an extra 1d4 force damage whenever it hits with a melee weapon attack. Additionally, you can use a bonus action to grant one creature in the aura (including you) advantage on the first Strength-based checks (melee attack, saving trows, atlethics etc) it makes before the end of your next turn. 2)Aura of Cold:You and every nonhostile creature in this range has resistance to cold damage and can comfortably endure even the coldest of climates. 3)Desolation Aura :You can use a action to make a ranged spell attack against a creature within the aura. On a hit, the target takes 2d6 necrotic damage, and it suffers a -1 penalty to its AC until the end of your next turn. 4)Inert Aura:When a creature inside of the aura casts a spell, you can use your reaction to emanate your aura to interrupt its spellcasting process. The target make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a fail, the creature's spell fails and has no effect. You can use this feature 2 times your charisma modifier, you must finish a long rest to regain the charges. 5)Aura of Snow:The terrain on your aura is now considered dificult to every hostile creature. 6)Aura of Magnetism: Every ranged atack wich taget a ally inside your aura now targets you instead. 7)Aura of Sanctuary: Now every allied creature inside your aura are under the effects of sanctuary, the cd is 6+your proeficiency+ your charisma modifier. 8)Aura of Protection: You and every ally inside your aura has +1 AC and every ally inside add your charisma modifier to every saving trow. 9)Aura of Life: Each ally in the aura, yourself included, has resistance to necrotic damage and its hit point maximum can't be reduced. A living ally regains 1 hit point when it starts its turn in the aura with 0 hit points if they have more than 0 hitpoints. 10)Aura of Purity: Each ally in the aura, yourself included, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause blindness, charm, deafness, frighten, paralysis, poison, and stun. 11)Aura of Heal: Each ally in the aura, yourself included regain 1d4 hit points every round if they have more than 0 hitpoints. 12)Vampiric Aura: Every hostile creature inside of the aura has vulnerability to necrotic damage( if they are resistent or imune, they will lose it), when a hostile creature inside your aura take necrotic damage you regain half of that in life