Jarkad (5e Race)
Jarkad[edit]
The natural body of a male jarkad, lacking any features of devoured creatures. |
Physical Description[edit]
At first glance, a jarkad might be confused with a peach-skinned tiefling. However, closer inspection distinguishes them with their white eyes. The first jarkad were born with an appearance identical to that of a human, save for the devil-like horns upon their foreheads. Overtime, with the passing of generations, they took on more demonic traits, gaining featureless white eyes, more defined horns, and always red hair (which can come in different shades of red, of course). As they frequently consume all sorts of creatures to gain strength, their permanent appearance will sometimes warp and grow due to their prey's properties being leftover.
History[edit]
The jarkad, somewhat similar to tieflings, are descended from a tribe of human cannibals who had made a pact with a demon in order to become stronger and hunt more efficiently. After ten generations of this tribe, the first jarkad was born, and their descendants onward have had the cursed blood of this race. As they hunted and fed on whatever meat they could get their hands on, they discovered their unheard of powers: eating certain prey allowed them to gain various characteristics of it, giving them only more strength for the next hunt; that was, until they slept.
Society[edit]
The jarkad usually hide in small villages due to being hunted, even by their own people. Their primary concerns are the simple role in being the predator of various prey. The jarkad with stronger builds and physical characteristics leftover from various devourings are held in high regard amongst their strength-driven societies. Although they cannot help it, and must fall asleep sooner or later, jarkad try to stay awake for as long as they can in order to keep their consumed traits.
Jarkad Traits[edit]
Warped humans descended from human cannibals who have made a pact with a demon, able to change themselves by feasting upon monsters.
Ability Score Increase. Jarkad do not start with any increase to their ability score. However, they will be able to increase their stats at various opportunities; see below.
Age. The first generation of jarkad only lived for 30 years, and reached adulthood at around 18 years. However, each generation of jarkad increases the overall life span by 10 years.
Alignment. With a constant desire to feed on various creatures, jarkad usually stick to a chaotic alignment, with a sizable tendency towards evil as well.
Size. Jarkad have the same height and weight as a human. Your size is medium.
Speed. Your base walking speed is 30 feet.
Devour. As an action, you can consume a creature (or a part of it) at 0 hit points within 5 feet of you. This process takes one minute, and it results in gaining one of its traits. Once you do so, roll a 1d100. Depending on its results, something will be gained.
1-10: You gain parts of its appearance, such as a crab's claw sticking out from your shoulder or an umber hulk's antennae upon your forehead. These appearance affects are entirely cosmetic, and will not grant your character any new abilities. If the physical feature would take the place of anything already there, the previous part would turn to dust and be replaced by the new one (for instance, a rat's tail being replaced by an owlbear's). Along with this, you may also learn any languages the creature might have known, though you will not automatically have the means to speak it if is a language that requires a special mouth, such as the Thri-Kreen's. These effects, unlike the others, are permanent, and will not leave your character.
11-30:You gain a random physical (strength, dexterity, or constitution) ability score increase from the options bellow, rolling 1d6. You cannot exceed the 20-point maximum with this result of Devour. The stat increase is not lost after a long rest.
1-2)increase your Strength by 1 3-4)increase your Dexterity by 1 5-6)increase your Constitution by 1
31-80:You gain one of its active abilities, chosen by the DM. It cannot be a legendary action, but it can be a limited action; in which case, you gain the charges the creature had before it had died. You may recharge by using the Devour racial feature upon a creature with the same ability.
81-90:You gain one of its passive abilities, chosen by the DM. It cannot be a legendary action, but it can be a limited action; in which case, you gain the charges the creature had before it had died. You may recharge by using the Devour racial feature upon a creature with the same ability. You may also gain one proficiency the creature had, if it had any.
91-99:You gain an immunity or resistance of the creature you had consumed, chosen by the DM.
100:You may freely pick any of the above options.
You may use your Devour after finishing a short or long rest, and any benefits gained from it after finishing a long rest will disappear, save for the effects gained from rolling a 1-10 or 11-30 on the d100.
Languages. You can speak, read, and write Common and one other language of your choice.
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