Okka (5e Race)
From D&D Wiki
|“||Often one wrong word, one bad stutter, can result in the death of many.||”|
|From the Overlord Anime, produced by Madhouse|
Okkans, singular okka, are humanoid lizards. Unlike normal reptilians, they have skin, rather than scales. This skin is abnormally smooth and warm, like that of a mammals. All known generations of okka are albino and look exactly the same, despite the runes that are engraved on their skin to show outsiders who is who. These runes commonly encircle their body's waist, wrist, ankle, and neck. As they are albino, their eyes are slightly reddish.
The okkans are a clever, yet feeble race. Inside the Underdark, okka are seen as a slaves. Okka are forced to take "unwanted jobs" such as gathering hazardous materials or, if lucky, being a emissaries, due to their natural appeal and quick wits in conversations. A majority of okkan deaths are from attempts to escape from their captivity in the Underdark. Okkans live in large families, dotting the Underdark's other populations, instead of creating a more condensed society or grouped neighborhood. Oftentimes, the lack of housing okkans can acquire in the Underdark can lead to larger percentages of homelessness than other species, but this doesn’t usually last long, as they’re likely to get caught and enslaved. The general population has never reached a stable population, but it is believed their viable status as slaves keeps their numbers artificially high.
Okkans hold try their hardest to hold on to their dying traditions. Their origin, according to legend, is one of hardship, as they were cursed from creation to be inferior and suffer. Most okkans are therefore materialists believing that life is hard. Benevolent gods aren't real and deities are just titles given to those who are superior to all others. Okkans are generally untrusting to all races other then their kin. They speak a dialect of Draconic that was thought to be extinct, called Aragrahk, though they use the Iokharic script as do all Draconic derivations
Outside The Underdark
Okkans are sometimes found in aboveground areas with dense forests, or in similar locations where the sun's rays are absent or minimal. They take inside jobs such as shop keeps, merchants and other indoor jobs. It's very rare to find a okka outside the Underdark, but not impossible. Okkans normally put on "fake smiles" when approached by other races and act friendly. When conversing with other of its kind, the okkans speaks truthfully and say with what's on their mind, in their own tongue of course. Okkans are normally hunted when they escape the Underdark to be resold as slaves.
Inside The Underdark
Inside the Underdark, okkans are primarily found in the Middledark area. The occupation of okkans is slaves. Okkans that aren't slaves are normally heavily indebted, being indentured servants. Free okkans are scarce in the Underdark. They are usually taking up unsavory jobs to survive. Because of the genetic structure of the okkans, they also found themselves in lots of experiments, both alchemical and magical. Okkans are also are not seen much in the streets. This is because a majority of okkans are forced to don cloaks for clothing. Often, the okkans masters will not buy them clothing of their own. The cloaks normally brand a company logo or emblem of the family they are enslaved to. It isn't uncommon for an okka to attempt to escape their life to the surface world. Most okkans die or are recaptured. Okkans that escape the Underdark still always fear re-entering captivity.
Okka names are normally given to them by their parents but are replaced by the species that the okkans parents work for. If an okka gives their real name to another creature, this is normally a sign of great trust. But if the creature informs others of the okka’s name, this is considered a great insult. This was never originally apart of their culture but over the years it slowly was integrated in.
Male: Arza, Len’th, Yusz, Oisth
Female: Ress, Hathu, Lilu, Kusu
Okkans are naturally charming and use their charm to influence the outcome of conversations or avoid battle.
Ability Score Increase. Your Charisma score increases by 2.
Age. Okkans can live up to 750 years, often outlasting even elves. Most okkans die around the age of 30 due to their status of expendability, okkans mature at the age of 19.
Alignment. Most all okkans are neutral, external forces may change this.
Size. Okkans are about the size of dwarves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 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.
Sunlight Sensitivity. Okkas spend a very long time underground and rarely, sometimes even never, come to the surface. Due to this fact, they have yet to adjust to the bright light the sun provides. While in sunlight, an okka has disadvantage on attack rolls, as well as on Wisdom (Perception) checks. If you are in direct sunlight for over an hour, you take 1d4 fire damage for every hour spent in sunlight afterwards.
Kind Appearance. You are proficient in the Performance skill and one other Charisma based skill of your choice.
Magic Sensitivities. Okka have a natural resistance to the cold of the world, perhaps a strange cosmic joke given their entire life is a cold shoulder. You are resistant to cold damage.
Languages. You speak Common, Undercommon, and Draconic.
Subrace. Choose either the slave or test subject lineage.
Ability Score Increase. Your Strength or Dexterity score increases by 1.
Okka Resistance. Due to your lineage being exposed to hazardous materials, over the generations it has adapted a resistance to poisons. You have advantage on saving throws against being poisoned.
Survival Instincts. You are proficient in the Survival skill.
Test Subject Lineage
Ability Score Increase. Your Intelligence score increases by 1.
Regenerative Properties. Living life to serve scholars and others whom wish to seek the insights of science, your lineage was used for medical testing. You regenerate 1 hit point every hour. This will not regenerate limbs. You cannot use this trait while in sunlight or while you are at 0 hit points.
Acid Spit. You have an additional unarmed attack, in the form of acid spit. It has a range of 15/60 feet, and deals 1d6 acid damage on a hit. You use Constitution for this trait's attack and damage rolls.
Random Height and Weight
|4′ 0''||+1d12||80 lb.||× (1d4) lb.|
*Height = base height + height modifier