Geken (5e Race)
From D&D Wiki
Geken are reptilian humanoids, being lean and tall in stature. They have scaled skin and multiple spikes on their bodies, and their scale color varies widely, scaling over the entire spectrum. It is very rare for geken to have hair, and normally there are scaly spikes that grow on the skin of the geken and are the common visual identifier for them, similar to hair on other races. They also possess non-prehensile tails which balance their bodies. Water geken, in place of spikes, have fin-like crests on their head and back. They're generally the tallest out of their race. Gliding geken have connecting membrane between their arms and their torso, allowing them to glide across the air, as is their namesake. Crested geken are covered in spikes, more so than any of the other subraces. The spikes are generally used to defend themselves from assailants. Leopard geken are the shortest of the subraces, covered in spots and having larger eyes than most.
The Nomadic Tribes
Geken never stay in a single place for too long. They value their survival above all else, so they move in packs from place to place and use whatever resources are available in their current area. Geken are known for being traders and storytellers, as a benefit of their nomadic lifestyle. And while it isn't uncommon for some to want to settle in a single place, most live their entire lives moving from place to place. There isn't a single nomadic tribe, there are hundreds if not thousands. Due to the nature of these tribes, their cultures can be wildly different, sometimes even conflicting, as it is not rare to see multiple geken tribes in conflict with one another.
Geken have a natural regenerative ability that allows them to heal from wounds, even recovering lost limbs. However, this ability comes with a risk. When geken die, there's a very small chance that their regenerative ability will revive them and change them into a twisted, monstrous form that drives itself with pure, murderous instinct. These monsters are known by the geken as "hollow geken”, and are the reason the race moves from place to place constantly, in fear that if they stay too long in one place, their dead will turn on them.
Geken names are Common, decided on the physical traits and personality of the geken itself. Geken names are usually not gender-specific.
Examples: Tall-Red, Fast-Spear, Lazy-Blue, Dagger-Tongue, Ebony-Maw, Fire-Heart
Nomadic lizard people that come in a variety of colors.
Ability Score Increase. Your Dexterity score increases by 1 and your Charisma score increases by 1.
Age. Geken mature at 15 years of age, and can live up to 75.
Alignment. Geken, due to their traveling nature, tend to be chaotic.
Size. Geken tend to be tall and lanky, from just shy of 6 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet. You have a climbing speed of 30 feet.
Darkvision. 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.
Regenerative. At the start of your turn, if you have hit points below your hit point maximum, you can expand a hit dice to regain hit points, no action necessary. Once you use this trait you can't use it again until you complete a short or long rest.
Expendable Tail. While grappled or restrained by the tail, you can voluntarily detach your limb to automatically escape. Upon losing your tail, you take one level of exhaustion until your next rest (or until you are cured by other means). It takes 1 month to grow back the tail or the casting of a spell that ends condition modifiers, such as lesser restoration.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose from water, gliding, crested, or leopard geken.
Ability Score Increase. Your Intelligence score increases by 1.
Water-Walker. You have the uncanny ability to run across bodies of water. When you take the Dash action, you can run up to 20 feet on a surface of water. You submerge as normal if you end your movement on water.
Aquatic. You can breathe both air and water, and you have a swimming equal to your walking speed.
Ability Score Increase. Your Dexterity score increases by 1.
Glider. You have a flying speed equal to your walking speed, but you cannot fly upwards, or remain midair in the same place when using this speed.
Ability Score Increase. Your Constitution score increases by 1.
Spikes. Thanks to your prickly hands, you have a climbing speed of 30 feet. Your spiky fists are also natural weapons, which you can use to make unarmed strikes. When you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ability Score Increase. Your Charisma score increases by 1.
Speed. You have a climbing speed of 30 feet.
Big Eyes. You are proficient in the Persuasion skill, due to your naturally attractive appearance.
Skulking. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena
Random Height and Weight
|6′ 0″||+1d12||80 lbs lb.||× (1d6) lb.|
*Height = base height + height modifier