Duthka’gith (5e Subrace)

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Gith Subrace[edit]

Duthka'gith stand head-and-shoulders above most other gith, starting at 7 feet tall and over 200 pounds. The skin of a duthka is rough to the touch, almost scale-like, and takes on shades of red with orange palms, soles, and bellies. The mouth of a duthka is hardened and elongated with various bone spikes extending back from around it, and their pupils are slitted.

The duthka'gith are the result of a githyanki project to combine the best aspects of githyanki knights with the red dragons they ride. While the process of having polymorphed dragons breed with humanoids typically results in a standard half-dragon or draconic bloodline, the gith hoped to promote the duthka'gith's draconic heritage using psionics.

While the duthka are exceptionally powerful, the superwarrior program they were produced by was deemed a failure. Vlaakith demanded generals with the lifespan of a dragon, but the duthka within gith armies barely listen to orders, expecting them to have enough tactics to give them is out of the question. Instead, most duthka are dropped behind enemy lines by passing dragons during battles, where they are most often found knee-deep in enemies.

Ability Score Increase. Your Strength and Constitution scores increase by 1.
Darkvision. You have superior vision in dark and dim conditions. 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.
Breath Weapon. You can use your action to exhale fire. Each creature in a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you cannot use it again until you complete a short or long rest.
Duthka’gith Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the hellish rebuke spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blur spell once with this trait, and you regain the ability to do so when you finish a long rest.

You can also cast any of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

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