Electivire (5e Race)
From D&D Wiki
Electivire are heavy-set creatures with short legs and longer arms, each arm ending in a large hand. The entire creature is covered and yellow fur with black stripes, save for the twin black tails with red tips. Electivire are frequently sparking electricity as if they were the most powerful power plant in the world, and when they beat their chests, the give off a shower of sparks, but they only do that to seem strong before a battle or with other electivire.
Electivire are very powerful Pokémon, almost they were made for battle. They were used as powerful fighting Pokémon a while ago, sent into the ring with other big Pokémon like machamp or hariyama, and wealthy patrons would bet on these Pokémon... and lose a lot of money. Electivire's most potent move is to get real close to their opponent, jab their tails into their opponents and send 20,000 volts through their nervous system.
Most electivire are found in the valleys, forests or mountains, probably where they are hard to find, where they find caves or the like to take shelter in. Sometimes, electivire would simply wander into human settlements, and there they are used as living batteries, powering cities and weapons of war. In the electivire settlements, though, they use their collective electricity to fight off any kind of opposition that comes for them, whether it is human or other electivire.
Electivire normally don't take names, though Trainers or Pokémon poachers may give them human names or something that describes them.
Names: Electivire, Lightning, Thunder, Volt, Spark
Bipedal, burly humanoids covered in yellow fur that electrocutes the competition.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Electivire mature when they evolve to electivire, and that can be at age 18 to age 35. They typically live to be about 110.
Alignment. Electivire don't really have an alignment leaning.
Size. Electivire normally stand between 5 to 6 feet tall, despite their short legs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Electric Hands. Your body is always building electricity inside itself, and as such, you are able to cast shocking grasp at will. Constitution is your spellcasting ability for this spell.
Thunder Wave. Thanks to you attunement to electricity, you are able to cast thunderwave as an action. Once you use this trait, you must complete a long rest before you are able to use it again. Constitution is your spellcasting ability for this spell.
Lightning Tips. You have 2 prehensile tails that you can use to jab into an enemy. You can also use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature, open or close a door or a container, grapple someone, or make an unarmed strike. If you choose to make an unarmed strike with this trait, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, they take 1d6 lightning damage (instead of the bludgeoning damage normal for an unarmed strike) and half as much on a successful one.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|5′ 11″||+1d8||305 lb.||× (1d4) lb.|
*Height = base height + height modifier