D'ziriak (5e Race)
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Looming before me was a grand city of vibrant colours and glowing runes. Its radiance shone throughout the streets and towers, in stark contrast to the bleak darkness of the Shadowfell. I gave a whoop of joy. At last, I had made it to the fabled D'ziriak city of Quintestra!" - Keyleth Galondel, half elf bard, accounting her journey to the D'ziriak city of Quintestra
These four-armed creatures look like a cross between a humanoid torso and termite. Black and ochre chitin covers their entire body. Two of their arms are strong, unwieldy pincers, unable to manipulate fine object, but dangerous in close combat, while the other pair posses three fingers and is used for finer manipulation. Their body and arms display glowing runes, which they use to ward off the corruption of the shadowfell.
The d'ziriak have inhabited the Shadowfell for as long as any can remember, but their life wasn't always as prosperous as it is now. Before they had their runes, they were plagued, like any other living thing, by the paranoia and despair of the shadowfell. Until one day, a group of d'ziriak found a pot of luminous pigments, a magic item from the feywild stranded in the shadowfell by an astral storm. With the paint of it, they were able to both repel the madness of the plane and even its most powerful monstrosities, provided they were applied in great quantities. Acting with haste, the greatest fighters, sages and diplomats of the race gathered and send envoys bearing many goods and weapons to secure a steady supply of those pigments from the fey. On this contract, the d'ziriak created sparse oasis of peace in the ruinous realm of the shadowfell. Every d'ziriak's egg is painted with these runes and thus they become part of them when hatching. From time to time, brave heroes travel to the feywild to ensure a steady supply of pigments, lest the envious denizens of the shadowfell consume the light in the dark.
D'ziriaks live in great glowing cities in the Shadowfell. They rarely leave, but those who are brave enough to enter the Shadowfell and locate one of their cities are welcome to do business in their sprawling markets. Almost all d'ziriaks are loyal to their homes and their people, and the notion of crime or betrayal strikes them as nonsensical, especially because of the deadly environment surrounding them. Everyone just goes about their daily business, with little fear of criminals. Their cities are governed by a municipal council and defended by citizen militia. Ambitious, greedy or brave d'ziriak find themselves often wandering the other planes as adventurers for this reason, not wanting to disturb the peace of their home. In general, d'ziriak are xenophiles, always welcoming friendly faces in their cities to ward of the monotone shadows outside. While creatures native to the shadowfell are mistrusted inside the city walls and not allowed to approach any storehouse holding pigments, d'ziriak are more open to them once outside their own city. The d'ziriak language is as exotic and strange as the race itself, and their high-pitched voices combined with buzzes and chitters is very distinct in whatever language they speak.
D'ziriak's have vibrant, exotic names reflecting the nature of their own language, which is composed of various buzzes and chitters.
Male: Quillith, Chybral, Hyjink, Gantinak
Female: Shynti, Quilestra, Kysolis, Bychonith
Cheerfully coloured, glowing insectile humanoids dwelling in the Shadowfell.
Ability Score Increase. Your Dexterity, Wisdom and Charisma scores each increase by 1.
Age. Most D'ziriak mature at around 30 years of age, and can live for nearly 700 years.
Alignment. Most d'ziriak are peaceful and reclusive, tending towards neutral in all respects.
Size. The average d'ziriak stands at about 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the bleak darkness of the Shadowfell, you have superior vision in dark and dim conditions. You can see 120 feet in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Glow. The colorful runes that decorate your body create dim light in a 15 foot radius around you.
Pincers. While two of your arms are small and are used for fine manipulation, the other two have pincers with which you can use as a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Dazzling Burst. You can cause your body to flare with intense light as a action, causing creatures within a 30 foot radius to make a Constitution saving throw equal to 8 + your Charisma + your proficiency modifier or be blinded until the end of their next turn. Once used you cannot use this trait again until you have completed a short or long rest.
Arcane Runes. You are proficient in the Arcana skill. In addition, when you make a Intelligence (Arcana) check discern information about runes, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read and write Common and one other language of your choice.
Random Height and Weight
|6′ 4″||+3d4||150 lb.||× (10d10) lb.|
*Height = base height + height modifier