Scopoling (5e Race)

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Scopoling[edit]

They were sitting on the steps in front of the old library near the edge of the city, talking to each other about a certain person or a group of people. I didn't see them at first, but their eyes seemed to draw me in.
An unknown individual

Though their origins have been lost to time, what little is understood about these enigmatic, many-eyed beings is that they seem to be interested in mingling with the civilized races of the world. As a result, some are seen in adventuring parties. It is unknown whether they mingle with civilized races for something nefarious or some other reason.

Physical Description[edit]

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A pair of Scopolings. Source

These creatures resemble reptiles with sharp spines lining their back, skin as dark as coal and a narrow, tapering tail that splits into two halfway along the length of the tail itself, but the similarities end there. They have human-like arms and legs with sharp claws on the tips of their fingers and toes. When blinking, a Scopoling's ten to seventeen fiery yellow eyes seem to disappear and then reappear elsewhere on their heads. When a Scopoling's flesh is cut, a thick, noxious smoke billows out instead of blood.

History[edit]

Very little is known about these mysterious beings, but some theorize that they have been with sapient races since time immemorial. Others believe that they are travelers from a place beyond space and time that have come to the material plane to study and mingle with its inhabitants. If the Scopolings know the truth of their origins, they aren't telling.

Society[edit]

Despite their fearsome appearance, Scopolings are known to be great conversationalists, and one can hold a conversation with one for hours. They typically talk amongst themselves and others, though they typically use magic to disguise themselves when in the company of humanoids. However, the eyes of their disguised selves do not change colors. They usually form groups of two to five, but groups exceeding fifteen individuals have been recorded. If a group of Scopolings is in a place where they think no one will see them, they discard their disguises and talk about anything interesting they have had heard with great fervor. Their gossip is never of malicious intent, but if one listens to the way they talk in these moments, one can gather that they seem to be fascinated with how humanoids think, react, and behave.

Scopoling Names[edit]

Because these creatures spend a lot of time around humanoid races, Scopoling names are usually in Common, Dwarvish, Elvish, Orcish, or Draconic.

Scopoling Traits[edit]

Design Note: This race uses the Large Player Characters and Oversized variant rules.

Beings from another world that mingle unseen among civilization.
Ability Score Increase. Your Charisma score increases by 2.
Age. Scopolings mature at an age similar to humans, though their young are never seen. It is unknown how long they live to be, but some claim to have witnessed empires rise and fall.
Alignment. Scopolings are both on the good, lawful, neutral, and chaotic spectrums. Evil individuals are rare but not unheard of.
Size. Scopolings usually stand around 6 feet tall and vary widely with weight and length, though they typically weigh 190 pounds and are 15 feet long. Your size is Large.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Otherworldly Being. Your creature type is aberration.
Unseen Socialite. You can cast the disguise self spell at will. You can only cast it five times a day, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Hypnotic Gaze. When a creature that can see the your eyes starts its turn within 30 feet of you, you can choose to have it make a DC 14 Wisdom saving throw if you aren't incapacitated and can see the creature. If the creature fails, it is stunned until the end of its next turn. Charisma is your spellcasting ability for this spell.
Bizarre Shape. You are unable to use normal armor unless it has been specially tailored for you. Armor made specifically for you takes 1.5 times as long to make than regular armor and costs 1.5 times more than the normal price.
Languages. You can speak, read, and write Common, Dwarvish, Elvish, Undercommon, Draconic, Deep Speech, and one exotic language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 9'' +1d6 193 lb. × (1d3) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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