Skree (5e Race)
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Skree[edit]
Physical Description[edit]
Lean and quick, the Skree are human-sized batfolk. Their wings connect their wrists to their hips, which allows them to attain lift. Given that their physiology is a perfect hybrid between human and bat, their physical build is a sight to behold. They are capable of walking and holding themselves just as a human would, or they can hunch forward, putting their weight on their hands and effectively becoming quadrupedal.
Skree are noted more than anything by their ears, which are individually about the size of their head. Because of their incredible hearing, they can forgo using their eyes entirely and focus wholly on sound. Their faces are scrunched in and their noses are pointed slightly upward. Their sight has adjusted to living in caves and has made them more sensitive to light.
History[edit]
Despite their kind nature, the Skree have had a turbulent history, with experiences wildly changing from group to group. Some are lucky enough to settle down near another civilization that is more than welcoming, and treats them like any other. However, others are less fortunate. While some find the Skree to be rather cute looking, others find them horrifying, treating them as monsters despite their gentleness.
The worst time for the Skree was known as the "Umbral Scream." A great war broke out between those who live in the light, and those who dwell in the dark. Vampires and werebeasts rampaging throughout the world. In a massive battle led by Strahd von Zarovich, he used his dark powers to control the minds of all bats and bat-like creatures to aid in his fight. This unfortunately included the Skree. The screams that were heard that night still haunt Skree clans today.
Despite all their hardships, the Skree remain kind, and continue to try to show the world that they are not the monsters Strahd made them appear to be.
Society[edit]
Primarily, the Skree build their cities inside mountains, creating many intertwining cave systems. As such, the Skree have formed a close relationship with the dwarves, becoming symbiotic partners in a sense. The usual bargain between the two is that the Skree are free to traverse the tunnels and hunt and gather as they please. In return, the dwarves are more free to focus on mining and building, while having to worry much less about surprise attacks from underground monsters, or at least have much more warning ahead of time.
Many think the Skree are deadly hunters that can tear creatures apart. While they can be formidable, they are actually scavengers and farmers by nature, preferring to speak and coexist with surrounding people. Often holding great feasts of exotic fruits that they have cultivated to grow in the dark.
The familial bond between Skree goes far deeper than many others. The care and compassion they have for each other is incredible, and many would be willing to lay down their lives for each other.
Skree Names[edit]
To some, the Skree's naming schemes sound more random noises than names. This is because there is a heavy focus on consonants with long E's, and I's.
Male: Cratak, Palk, Skirik
Female: Leera, Makree, Tiri
Skree Traits[edit]
Fluttering and skittering in the dark, the Skree use their excellent abilities of detection to track down foes. Though more monstrous looking than most species of the multiverse, the Skree are actually gentle in nature and kind at heart.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Age. Skree generally have the same lifespan as humans. However, in the right environments, the average age can fluctuate by a couple decades.
Alignment. Skree naturally lean towards a Lawful or Good alignment, though this can shift dramatically depending on how society around them responds.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30ft.
Superior Darkvision. Your darkvision has a range of 120ft, instead of 60.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. In addition, you cannot use your hands in any way while flying.
Heightened Senses. You have proficiency in the Perception skill.
Echolocation. As a bonus action, you can give yourself blindsight out to 10ft until the start of your next turn. You can use a bonus action on subsequent turns to maintain concentration on this effect, extending it until the end of your next turn. While using Echolocation, you are completely blind beyond your blindsight range. You cannot use Echolocation while deafened.
Fangs. Your teeth are natural weapons, which count as a simple melee weapon with which you are proficient. You can add your Strength or Dexterity modifier to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.
Prehensile Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, pick up or set down a Tiny object, or hang upside down without requiring a check. You cannot use them to activate magic items, attack, or perform the somatic components for spells.
Languages. You can speak, read, and write Common and Undercommon.
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