Sliver (5e Race)
From D&D Wiki
The cunning of humans, the power of beasts, and the industry of bees. Slivers are versatile when alone, and unstoppable when together.
The Slivers of Faerûn have adopted a humanoid appearance. Their skin can take on almost any shade of color imaginable, though grays, greens, and pale blues are most common.
Slivers appeared on Faerûn many millennia ago, arriving via interplanar travel. When the Slivers first arrived they were snake-like in appearance, and lacking in civility. The wild ones died quickly in skirmishes with other races; they attacked settlements, villages, and cities until they were eradicated. Those that practiced restraint, or otherwise were secluded from civilization, quickly evolved as Slivers are wont to do. Now Slivers are a sophisticated race, capable of integrating and co-existing with other races.
Slivers have tried to move away from a hive-minded colony towards a more individual lifestyle. While all Slivers strive to express themselves and act independently, the old ways of the hive still hold sway over their actions. As a whole, Sliver society is about the greater good; individualism is only encouraged because it is necessary for society to function. Citizens of a Sliver city (or hive) are expected to make careers out of improving the hive, whether through trade, farming, artisanship, or the most highly respected trade of them all: infrastructure. Sliver society adores their architects, as they are the ones solely responsible for the physical design, improvement, and maintenance of the hive.
Such a close-knit and socialist society can breed much prejudice for the other races. It's not uncommon for Slivers to hold a casual disdain for non-Sliver races, although there are just as many that hold respect for others as well; a good hive needs good trade after all, as no one hive can provide everything for it's denizens.
Slivers' names are often hard consonants and clicks, however Sliver ambassadors often take up names reminiscent of the culture they are living in.
Male: Nicz, Qaxc, Corsaq
Female: Kaqwe, Nvcs, Fawqz
Slivers can have a variety of talents, but are weak when alone.
Ability Score Increase. +1 to one ability of your choice.
Age. Slivers reach physical maturity at 3, but aren't regarded as adults until 18. Slivers age until they are about 50, at which point they cease aging altogether. Slivers have biological immortality, and will live on indefinitely.
Alignment. Slivers tend towards Good, wanting their hive and the civilizations it is connected with to prosper. They are almost always either Lawful or Chaotic, either upholding the idea of the hive or opposing it, and are rarely Neutral in this regard.
Size. Slivers range from 5 to over 7 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Sliver Body. Your Sliver biology is a relic of the past, providing you with a small boon that is reminiscent of your untamed ancestors. Choose one of the following:
- Your skin is exceptionally chitinous, and it provides you with a +1 bonus to AC.
- You are exceptionally fleet of foot, and your speed is increased by 5 ft.
- Your reflexes are still keen when it comes to combat. You have a +1 bonus to hit with any weapon you are proficient with.
- You have webbed feet and small hair-like hooks on your palms. You gain a climbing and swimming speed of 20 feet.
- You have an inherent connection with nature. You gain proficiency in your choice of Animal Handling or Survival.
- You are exceptionally lithe and cunning. You gain proficiency in your choice of Slight of Hand or Acrobatics.
- Your interplanar nature distorts the laws of magic subtly. You have +1 to all saving throws against spells.
- Something in your blood gives you a little extra boost. You get +1 to your Maximum Hit Points for each level you have.
- Your muscles are bigger than most. You gain proficiency in your choice of Athletics or Intimidation.
- Your mind rarely misses details. You gain proficiency in your choice of Investigation or Perception.
- By Sliver standards you are exceptionally beautiful. You get a +1 to Charisma checks when interacting with other Slivers.
- Your link to your race is strong. Once per long rest, as a bonus action, you may mentally alert all Slivers in a 5 mile radius to your exact location.
- Your skin is particularly resistant to the elements. Choose Acid, Cold, Fire, or Lightning. You have resistance to the chosen damage type.
- Your interplanar origins allowed your ancestors to adapt accordingly. Choose Necrotic, Radiant, or Force. You have resistance to the chosen damage type.
- Your body and mind both resist disruption. You have resistance to Psychic and Thunder damage.
- Your blood is surprisingly resilient. You have resistance to Poison damage.
- Your veins are filled with as much magic as blood. Choose Charisma, Intelligence, or Wisdom. You know one cantrip of your choice, and the chosen ability is your spellcasting ability for it.
- Your body is capable of limited flight, thanks to a pair of stubby wings on your back. You gain a flying speed of 10 ft.
- Your limbs extend when you strike in battle. Your reach with melee weapons is increased by 5 ft.
- Your skin has a chameleon-like quality to it, making it ideal for camouflage. If you are wearing no armor, you can attempt to hide even when you are only lightly obscured.
- One of your arms is replaced with a sinew-y, snake-like tentacle. You can use it 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. Your DM might allow other simple tasks to be added to that list of options. It can't do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Additionally, if you use this limb in any kind of check related to grappling, you make that check with advantage. Finally, if you use that limb for an unarmed strike you deal bludgeoning damage equal to 1d6 + your Strength modifier.
- Your fingers end in sharp claws. Your unarmed strike deals slashing damage equal to 1d4 + your Dexterity modifier instead of it's normal bludgeoning damage.
- You grow venomous quills on the backs of your hands. As an action, you can remove a quill and throw it, dealing poison damage equal to 1 + your Constitution modifier.
- Your instincts are sharp as a tack. You get a +1 to initiative rolls.
- Your flesh easily regenerates, even while you use it. You heal 1 Hit Point per hour.
- You have a mind optimized for interaction with other races, not just Slivers. You can silently speak to creatures within 30 feet of you using telepathy.
- Your mind is a weapon designed to protect the hive. As a bonus action, you can deal psychic damage to a creature you can see equal to 1 + your Intelligence modifier. Once you use this feature, you cannot use it again until you finish a long or short rest.
Sliver Mind. Your Sliver heritage gives you the ability to interact with other Slivers in many ways.
- By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any Slivers are present within 5 miles of you. This feature reveals how many Slivers are present, as well as the general direction of the nearest one.
- You can telepathically speak with any willing Sliver you can see, as well as any willing Sliver within 30 feet of you that you cannot see.
- At the end of a long rest you and another willing Sliver may spend 1 minute to perform a special ritual which allows you both to share in each other's abilities. After performing this telepathic ritual, your Sliver Body features combine, giving you both the benefit of each Sliver Body feature. If the two of you are unable to telepathically communicate for more than 30 minutes, you both lose the benefits of this ritual. If either of you attempts to bond with another Sliver, all 3 of you are bonded together. Up to 5 Slivers may bond together.
Darkvision. Adapted to living in the dark corridors and winding passages of your hive, you have the ability to see in the dark. You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness only shades of gray.
Languages. You can speak, read, and write Common and speak Sliver. Sliver is a language filled with clicks, whistles, and harsh syllables.