Barraki (5e Race)
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|“||Each was powerful, well armored, and a veteran of many a raid. Those who saw them said they made Toa look like some kind of Rahi that crawled out under a rock. They saw themselves as a higher level of being, preordained to rule by virtue of their superior strength and intellect.||”|
|—Narrator, City of the Lost|
|The Six Barraki|
Barraki are heavily mutated, and all 6 subraces are based on a certain sea animal in terms of appearance. Pridak is based on a shark and has a red and white skin color. Carapar is based on a crab and has a black and yellow skin color. Ehlek is based on an eel and has a transparent green skin color. Kalmah is based on a squid and has a black and red skin color. Mantax is based on a manta ray and has a black and silver skin color. Takadox is based on a mantis shrimp and has a transparent blue skin color.
The barraki were originally six tyrant kings who formed an alliance together to rule over the entire world. They proved to be a formidable force until the gods intervened, devastating their fleet and kingdoms with a string of cataclysms and banishing the kings and their most loyal followers to a prison deep in the elemental plane of water that slowly mutated them into creatures of the sea that could no longer breathe air. Countless years passed and the descendants of the six kingdoms found they could escape the elemental plane of water in small groups, each of them finding a world much different than their forefathers had told them of that had completely moved on without them and the descendants reduced to little more than bandit kings instead of the true kings the original barraki were.
The barraki are extremely aggressive creatures and are not trusted by outsiders. Their society consists of a small group of bandits trying to stir things into their own liking. Many of their bandit camps are often tyrannical enforcing their will on the surrounding area with an iron fist. They have no problems with working with mercenaries or other hired helpers if it benefits them and generally don't mind receiving tribute or bribing officials to get things done. They also have no species-wide dislike of magic or psionics in general, seeing them as just another tool to rule over others. Many barraki often dream of ruling over an empire be it a real one or an empire of crime and money. While they don't have any problems on land in the long term, they prefer to be near water to some degree, since it gives them another path of escape if necessary.
Male: Dredox, Tunodox, Drandar, Kurshax
Female: Drundar, Gurdua, Vesha, Reshvoar
Creeps from the deep.
Ability Score Increase. Depends on subrace.
Age. Barraki do age but do not suffer physical penalities from old age effects.
Alignment. Chaotic evil or lawful evil, but there are some that can be chaotic or true neutral.
Size. Mutated by the Pit's mutagenic seawater, these warlords grew to immense heights reaching 7 to 8 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your base swim speed is 30 feet.
Darkvision. You have 60 ft of Darkvision.
Amphibious. You can breathe under and above water.
Organic Construct. You do not need to eat or drink to survive.
Languages. You know Common and either Undercommon or Aquan
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Large Claws. Due to you having extremely large, crab-like pincers, You are unable to hold any sort of melee weapon. Your pincers deal 1d8 bludgeoning damage. At level 5, your pincers are treated as magical for the purposes of overcoming damage reduction. At level 15, your pincers deal 1d12 bludgeoning damage. You are proficient with your pincers and they do not prohibit using somatic components or using focuses for spells.
Shelled Body. Your body is covered in a thick shell, similar to that of a crustacean. You are unable to wear armor, but your unarmored AC is 9 + your Constitution modifier + your Dexterity modifier.
Brute Force. You have an advantage on ability checks that involve you pushing or pulling an object or being.
Chuul Control. You have an advantage on Charisma checks on chuuls.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Pit Dweller. You are capable of breathing while submerged in sand and gravel, and you are capable of staying submerged in sand or gravel. While you are under sand or gravel, you have 10 feet of blindsight.
Focus. You have a +5 bonus on saves against charm and sleep effects. Once per day against such an effect, you can roll twice and use the better result.
Claw Swipe. You can attack with your claws. They deal 1d6 slashing damage. You are proficient with your claws and they count as light weapons.
Cloaker Control. You have an advantage on Charisma checks on cloakers.
Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.
Advanced Intellect. You are proficient with the History skill.
Charismatic Behaviors. You are proficient with the Persuasion skill.
Shark Tooth Blades. You can make a bite attack with your shark tooth blades. They deal 1d6 piercing damage. You are proficient with your shark tooth blades.
Merrow Control. You have an advantage on Charisma checks on merrow.
Ability Score Increase. Your Dexterity score increases by 2 and your Strength increases by 1.
Eel Agility. You have proficiency with Acrobatics and Athletics.
Electrical Sustenance. You resist lightning damage on each first instance of combat.
Electricity Conduction. You are capable of channeling electricity, through your melee weapons. You deal 1 extra point of lightning damage while conducting electricity to your melee weapon at 1st level, 2 extra points at 5th level, 3 extra points at 10th, 4 extra points at 15th, and 5 extra points at 20th.
Sahuagin Control. You have an advantage on Charisma checks on sahuagin.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases 1.
Impeccable Manipulation. You have proficiency with the Persuasion skill.
Manipulative Nature. You have proficiency with the Deception skill.
Being of Manipulation. At level 1 you have access to the 1st level spell command. After casting command twice, you will have to complete a short or long rest before you can use it again. The DC is 10 + your Charisma modifier plus your proficiency bonus.
Umber Hulk Control. You have advantage on Charisma checks on umber hulks. Instead of being able to speak Undercommon, you speak Umber Hulk.
Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Wise Leader. You have blindsight of 10 feet, and you can speak telepathically in a range of 30 feet.
Suction Cups. You have advantage on Sleight of Hand and disarm checks against Medium size or smaller creatures.
Grapple. You have access to the Grappler feat.
Kraken Control. You have advantage on Charisma checks on krakens.
Random Height and Weight
|6′ 0″||+4d6||200 lb.||× (1d4) lb.|
*Height = base height + height modifier