Sergal, Variant (5e Race)

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Sergal[edit]

"General Rain did not represent us. So much damage that can never be fixed..."

Physical Description[edit]

Sergal_Fur_Color_Pallette.png
Official art showing the anatomy and colouration, from the Vilous Wiki.

Race originally created by Mick Ono and Kiki CR, as part of the Vilous series.

Sergals originally hailed from the world of Tal, though might appear elsewhere due to the planet's obscure history and notable tragedies.

Well known for their distinctive wedge-shaped head, sergals are also possessed of long, swept-back triangular ears, muscular tails, and colourful coats of fur along their back with lighter fronts, as well as digitigrade legs.

Sergal come in four distinct racial variants, northern, eastern, southern, and western. Northern sergal are known for animalistic tendencies, southern for being more cultured and refined, eastern are a mixed breed of northern and southern that combine northern strength and southern control, and western are currently a rare breed that was known for their beauty and musical talent, prior to the tragedy that was General Rain.

History[edit]

Originally, the sergal came from the desert and the forest of Tal, but have since spread further afield. Originally, there were only the northern type, but as the race and culture moved out of its' infancy with the discovery of weapons, hunting, language, art and travel, offshoots from the northern sergals diverged into the other cultures, which continued to learn and grow.

The most important event in their history is that of General Rain's conquest, a warlord who became obsessed with beauty, leading her to undertake a horrific war that all but wiped out the western sergal. Given that the sergal on the whole are peaceful, many lament that the most famous sergal ever was one known for her unfathomable violence and psychotic obsessions.

Society[edit]

Sergal universally run a very co-operative, equal society with almost no infighting. Each of the four major subraces has their own unique cultural outlook on the world.

Northern sergals are known to live in tune with nature, never having progressed beyond hunting. This means that they hold the natural world in high regard, but also left them direly superstitious, which proved to be a fatal weakness when General Rain used the superstitions to turn them into her personal army.

Southern sergal are known for their civilization and culture, having moved beyond superstition, but at the same time they have become less respectful of the natural world.

Eastern sergal are the most common kind of sergal, found all over Tal and as members of most sergal communities.

Western sergal are currently so rare as to be considered extinct by some scholars, due to the actions of General Rain. However, there are at least a few hundred survivors.

Sergal Names[edit]

Male: Blodter, Cester, Desteor, Fiordon, Hornes, Sungrün, Tergid, Winfren

Female: Bedfhu, Fledha, Kaobna, Linilee, Milinea, Silgyea, Ursila, Vilheo

Sergal Traits[edit]

Fluffy shark humanoids known for their wedge-shaped heads and 'merp' cry
Ability Score Increase. Your Dexterity score increases by 1 and one other ability scores increases by 1.
Age. Sergals are considered adults at 14 years old and live to a maximum 60 years of age, though most do not make it so far.
Alignment. While Sergal can be any alignment, the state of their philosophy and culture leads them towards neutral good.
Size. Your size is Medium.
Speed. Your base walking speed is 35 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.
Peripheral Vision. If you would be Surprised, you can immediately make a Perception check without using an action, contesting your ambusher's Stealth check to avoid suffering the condition.
Melee Inclination. Your ranged attacks incur disadvantage if made against targets more than 20 feet away.
Sergal Agility. You can move an additional 10 feet on your turn without spending an action. You can do this a number of times equal to your Constitution Modifier + your proficiency bonus, regaining all uses after you finish a long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose a subrace from northern, eastern, southern, or western.

Northern[edit]

Ability Score Increase. Your Strength score increases by 1.
Primal Lore. You are proficient in the Survival and Athletics skills.
Legacy of Violence. As a bonus action, you can put savage force behind your attacks. Your melee weapon attacks add your proficiency bonus to damage rolls until the end of this turn. You can use this trait once per Short or long rest.

Southern[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Civil Lore. You gain proficiency in one skill of your choice from the following options: Arcana, Persuasion, Medicine or History.
Legacy of Discovery. As a bonus action, you can attune to a magic item you are holding, provided you meet the requirements to attune. You can use this trait twice, recovering all uses after you finish a long rest.

Eastern[edit]

Design Note: This subrace has traits that rely on the optional rule for flanking in 5th edition.

Ability Score Increase. Your Constitution score increases by 1.
Hybrid Lore. You gain proficiency in one skill of your choosing.
Legacy of Hunters. If you attack a creature with advantage gained by flanking, your first successful attack against that creature deals an additional 1d4 damage.

Western[edit]

Ability Score Increase. Your Charisma score increases by 1.
Sonorous Lore. You gain proficiency in two Charisma skills of your choice and one instrument.
Legacy of Tragedy. As a reaction to taking damage, you can reduce the damage taken by an amount equal to your Charisma Modifier. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after you finish a long rest.

Racial Feats[edit]

Created to help bring the race in line with other races that recieved feats from Xanathar's Guide to Everything.

Sergal Evasion[edit]

The combat style of sergals has long been known to rely on dodging attacks, especially in biomes where it is difficult to obtain materials suitable for crafting armour.

While you are not wearing armour, you can calculate your AC as 10 + Dexterity modifier + Proficiency Bonus. You can use a shield and still gain this bonus.

Additionally, whenever you are subjected to a Dexterity Saving Throw, you can roll 1d6, adding the amount rolled to your saving throw and then reducing the damage taken by the same amount.

Talyxian Stamina[edit]

Sergal are known to be one of the fastest races on their world once up to running speed, with some displaying near inexhaustible stamina.

Your Constitution increases by 1.

Your 'Sergal Agility' feature now regains all uses on a Short Rest rather than a Long Rest. Additionally, when you take the Dash action, your base movement speed increases by 15ft for the remainder of the turn.

Random Height and Weight[edit]

Northern/Western

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 9'' +1d12 125 lb. × (1d4) lb.

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

Eastern

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 5'' +3d4 140 lb. × 1 lb.

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

Southern

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 2'' +1d20 110 lb. × 1 lb.

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


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