Drock-Yar (5e Race)

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Drock-Yar[edit]

"Spitting and hissing in a harsh toned Goblin dialect, a rough, grey-skinned goblin engaged in fearsome conversation with another. These words of desperate warning urged it's subject to back down plans, who of which was wrapped in tattered robes with ominous glowing equipment donned upon a seemingly aimlessly equipped leather harness, from which various dangling charms made from bones, stones and other trinkets rattled; "You fool, Breck. We di'n't survive as long as we done by runnin' around in the Underdark." With peril-less ambition the usually dressed Goblin replied, "I have to go and find out what lies beyond our hands' reach. I have t'ings to do, t'ings to learn." His voodoo face paint cracking and chipping as he spoke, he then turned his back a trudged away, his father still squawking behind him."

-Breck, the Witch Doctor leaving Fallkrum

Grey Skinned, Lifeless Eyes[edit]

Drock-Yar, or deep goblins, inherit the traits of their Goblinoid descendants; Pointed ears and Ugly ridged faces. But Drock-yar, in spending millennia in the Underdark, have inherited some features deemed unusual to the average Goblin. Having resided in confined regions of the Underdark isolated from all other life, the Drock-Yar's battle for survive became more at ease as a result of their cunning settlement positions. Drock-Yar are larger than your average Goblin, feeding primarily off leathery and stodgy mushrooms, becoming more sizeable and adapting flatter, but just as crooked teeth. Eyes are sunken and white with nothing but a pupil bleached grey by the lack of sunlight. Wiry and flaccid white hairs droop from their otherwise bald heads. Of course the most famous and memorable feature is their colourless, cracked grey skin.

Dark Descendants[edit]

Drock-Yar are transcendent from the typical race of Goblins dwelling on the surface realm. Taking new paths, the Drock-Yar plunged into the Underdark as part of Inquisition, Search for Refuge or by accident. Hundreds of years the Goblins lived in sheer danger and fear of the hazardous subterranean world, many perished and became victim to the underdark's many predators.

Uniquely, instead of being hardened by evolution in the deep lands, Drock-Yar learned to survive through cunning, rather than power and force like the many other Underdark species such as the Duergar, Drow and Svirfneblin, the Drock-Yar learned to cleverly position settlements away from wildlife hunting and nesting grounds, as well as avoid trade and travel routes frequently used by other sentient races. Taking advantage of whoever they can also provided an excellent way to attain rare goods and services when they need it. Even though this is rare practise, it still something adventurers running in to the Drock-yar keep their eyes out for and even hold them notoriously reputable for after all this time.

Isolated Settlement[edit]

Living in some of the most isolated places in the Underdark, Drock-Yar build seemingly cluttered and shaky settlements that can have explosive population numbers, depending on how stable the food supply is. Being primarily vegetarian, feeding off their substantial fungal farms, Drock-Yar can live moderately comfortable lives. They build themselves into a delicate ecosystem, rare is it for there to be issues amongst settlements of these adept beings, but when it does happen, it is both abrupt and devastating. A single Grick pride can easily annihilate a town, a single dangerous breed of fungus can destroy their primary food source. This is why Drock-Yar hone their expert knowledge on Underdark life, making them valuable creatures to converse with.

Drock Yar Names[edit]

Drock-Yar naming conventions are simplistic and harsh sounding. Something they certainly inherit from their surface dwelling cousins is their bitter dialogue characteristics, which really shows through the identities of many Drock-Yar.

Male: Ack, Brek, Dack, Ditt, Eck, Gak, Kax, Prak Mek, Zax

Female: Att, Bett, Dat, Etta, Gat, Hak, Takka, Zatta

Drock-Yar Traits[edit]

Sly, bitter but unopposably cunning goblinoids.
Ability Score Increase. Your Dexterity and Intelligence scores both increase by 1.
Age. Goblins tend to have relatively short live-expectancies. But Drock-Yar, having developed a more efficient and effective living standards, can live up to an age of around 150. Maturity being reached by roughly age 10, many live to be at least 95 years of age.
Alignment. Even though Drock-Yar have developed more sophisticated social systems, they still can't shake off their Chaotic behaviour. Even though they are confined to a strict code to survive in the Underdark, they will never truly be able to resist their crazy inner conscious. Drock-Yar don't usually pick a side, and hence, retain a usually neutral moral standing, but many live up to their past accusations and lean more towards a side of Evil, almost predominately over good.
Size. Drock-Yar average around 3 feet tall and have lumpy unbalanced builds, remaining slumped or hunched and having wobbly movement. Your size is Small.
Speed. Your base walking speed is 25 feet.
Underdark Experince. Whenever you make an Intelligence (Nature) check related to the Underdark, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you have proficiency in the Survival skill.
Superior Darkvision. Your Darkvision has a radius of 120ft.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Underdark Forager. When foraging in the Underdark or in an underground cavernous environment you are able to cumulate double the usual amount of food an water.
Nimble and Stealthy. You have proficiency in the Stealth skill. You may also take the Hide action at the end of each of your turns.
Languages. You can speak read and write in Common, Undercommon and Goblin. Goblin is a primitive and otherwise described as a vulgar language. Consisting of barking, hissing and cackling sounds, many conceive this as a foul sounding dialect. Goblin writing is scribbled and jutted, following no real traditions of writing, Goblin text comes out sloppy at best.



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