Scorpkin (5e Race)
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Scorpkin (5e Race)
Not much is known about the Scorpkin or where they came from, some believe that evolved from giant scorpions, other say that they're a ancient desert society spanning centuries, and some even think that they're from the Underdark. But nobody knows for sure as nobody outside of their tribes have access to any kind of Scorpkin records.
Scorpkin live in tribes out in the desert lead by a chief, the chief is determined by five factors:Speed, Strength, Philosophy, Cunning, and leadership. Scorpkin are hunters and gatherers often treating it like a competition, this is due to the fact that most Scorpkin believe in doing whats best for the tribe and more importantly their families. Family and trust is valued heavily in Scorpkin culture to the point of if one member of the tribe is banished or exiled that members family will disown them entirely.
Scorpkin names are often short with at least two vowels.
Male: Agi, Garu, Mudo, Dio
Female: Zio, Hamu, Dota, Ara
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma and Constitution scores increases by 1.
Age. They Reach maturity at around 16 years old, and live for around 150 years.
Alignment. Scorpkin tend to stray towards neutral alignments.
Size. Scorpkin are usually described as looming figures standing at about 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 feet
Darkvision. Due to your nocturnal hunting nature your race has adapted the ability to see in the dark. (you have 60 feet of darkvision)
Eat or be eaten. Scorpkin will eat anything that is eatable including rotten food or other party members if necessary, you can only fail fortitude save by rolling a natural 1, Scorpkin also can't get intoxicated.
Scorpkin biology. You are immune to disease as well as poison, you are resistant to acid damage.
Scorpkin combat training. You are proficient with Scythes, Sickles, Galives, Khopeshes, and darts. You also gain one combat oriented feat.
Scorpkin culture. You are proficient with herbalism kits and harps.
Compound eyes. You gain proficiency in Intimidation skill.
Natural armor. Your Armor Class is 12+ Your Dex mod.
Natural weapons. You have two natural weapon in the form of your exoskeleton covered hands(1d6+ Dex mod Slashing) and a stinger(1d8+ Dex mod poison)
Desert body. You are immune to exhaustion from heat.
Sand speech. you can speak a language that only other desert dwelling people can understand.
Languages. You can speak, read, and write Common, Sand Speech and one other language of your choice.