Helioptile (5e Race)
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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 its 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 shows special cells that allow it to photosynthesize similar to plants. This allows them to forgo food in the unforgiving conditions of the desert. Some were shown to even take in moonlight though it seems to make less energy off of it. Further examination of their frills shows that these cells are capable of converting daylight into electrical energy. Upon further investigation, when exposed to huge levels of sunlight, they change their shape and become a heliolisk. Some people have learned to speed up this process using a sunstone, which is a solidified lump of sunlight in essence.
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. Sometimes a heliolisk will give them a name, which they will keep forever until they evolve into a heliolisk, after which they make a new name for themselves.
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. Helioptiles 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.
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.
Electrify. As an action, you can create bolts of lightning from your frills. Creatures within 30 feet of you must succeed a Constitution saving throw of DC 8 + your Dexterity modifier + your proficiency bonus or take 2d6 lightning damage, 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. You regain use of this feature after a short or long rest
Sand Veil. You have advantage on Dexterity (Stealth) checks while in a desert environment.
Solar Power. Helioptile often use the sun as a means of nutrition rather than even real food. You may spend 10 minutes basking in the sun. Your daily food requirement is fulfilled until you take a long rest.
Dry Skin. You have advantage in saving throws against Extreme Heat, as is described in chapter 5 of the Dungeon Master's Guide.
Languages. You can read, speak, and write Common and Terran.
Random Height and Weight
|1′ 0″||+1d8||13 lb.||× (2) lb.|
*Height = base height + height modifier
Racial Evolution Feat
Helioptiles evolve into heliolisk after they have absorbed sufficient amounts of sunlight to stimulate the change. They have the power to generate enough electricity to power a skyscraper.
You gain electrified muscles upon evolving, allowing for sprinting of incredible speeds. You also grow a frill to amplify your electric powers.
- Your base movement speed increases by 10 feet.
- The range of your Electrify trait increases to 60 feet.