Helioptile (5e Race)
From D&D Wiki
Helioptile are a small, yellow, quadrupedal, reptilian Pokémon that resembles a frilled lizard. They have round, blue eyes and long, thin, floppy, deep, gray, ear-like appendages with yellow, triangular tips which dangle from either side of their head. Helioptile's bodies are mainly bright yellow; their feet, the tip of their long tails and the top of their heads are deep gray. Their bodies are slinky and thin, with tiny clawed feet and a long tail. A Helioptile's head are quite large compared to it's body. The top of their round head are slightly conical in shape.
Some specimen have a tomato red color below the top half of the head.
These Pokémon were found in the arid regions of Kalos sunbathing in a sense. Examination of the inside of the frills on their heads show special cells that allow it to photosynthesize similar to plants. Some were shown to even take in moonlight though it seems to make less energy off of it. Further examination of their frills show that these cells are capable of converting daylight into electrical energy.
Helioptiles are pack creatures and tend to not stray from the group. They typically live in deserts so as to be able to have access to sunlight. A pack of Helioptiles are lead by a Heliolisk, which makes sure that certain members of the group have roles to fulfill, such as being a scout to be on the lookout for enemies and negotiating with different races or being a scavenger for supplies and food. They are a nomadic race and tend to be on the good side of the societies that they visit and leave.
Helioptiles normally have terran names.
As very easy going creatures, they are nomadic and get along with most, if not, all races.
Ability Score Increase. Your Dexterity score Increases by 2.
Age. Helioptile live to be about 60-70 years old.
Alignment. Helioptiles are mainly neutral by nature but evil and good Helioptiles can exist but are very rare.
Size. You are only about 1 foot tall. Your size is Small.
Speed. Your base walking speed is 30 feet.
Tail. You are proficient with using your tail as a weapon, which you can use to perform an unarmed strike. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Electrify. You can create bolts of lightning from your frills. You deal 2d6 lightning damage on a successful hit. You have an amount of uses of this equal to your Wisdom modifier. You regain all expended uses upon finishing a long rest.
Parabolic Charge. If you hit an opponent with your Electrify trait, you regain hit points based on half the damage you deal (i.e. 1d3 hit points)
Dry Skin. You have vulnerability to fire damage and resistance to cold damage. In addition, per short rest in a body of water, rain or something similar based on the environment you gain temporary hit points equal to your proficiency bonus, while you have at least 1 hit point.
Sand Veil. You have advantage on Stealth checks while in a desert.
Solar Power. Per short rest in direct sunlight you gain temporary hit points equal to your proficiency bonus, while you have at least 1 hit point.
Dry Skin. If you are in rainy weather, you regain 1d8 hit points. If you are in intense sunlight, you lose 1d8. You have disadvantage against attacks and spells that utilize fire and advantage against attacks and spells that utilize water and regain 1d8 hit points.
Languages. You can read, speak, and write Common and Terran.
Random Height and Weight
|1′ 0″||+1d8||13 lbs lb.||× (2) lb.|
*Height = base height + height modifier