Varikrin (5e Race)
From D&D Wiki
|“||Creatures of unknown origin, but they seem to have a love of jewelry.||”|
Varikrins are oddly colored humanoids, with draconic horns and a hidden scorpion tail. Unlike dragon kind though, they come in more colors than listed in the old text of dragons. Being completely white to pitch black, the rainbow or even pearlescent, their skin color never ceases to astonish people. Varikrins have large, cape-like wings that are used to glide from place to place, giving some indication of what habitat they come from. Their teeth are normally the color of their cat-like slit pupils, and their tongues are the color of their irises. Their tails have a fan on the end, hiding the scorpion stinger. This natural weapon is tipped with paralyzing poisons.
Varikrins are a facetiously newer race, only appearing a few hundred years ago to the public. According to their own history, they have been around for much longer, just in hiding. Some tell of a past where portal masters used to rule kingdoms, and the varikrins were among their subjects. They were arcane researchers, particularly in the area of utilizing gems in arcane studies. These masters would take over distant lands through the portals opened , sending a slew of forces through in a siege. Apparently, something happened in the past 100 years that caused them to flee to a new home and hide in secrecy. Their masters perished, supposedly using the last of their portal magic to send them to safety. In a new world, the varikrin continue to pursue their passion of gem-driven magic. They have since gained a reputation as thieves, since they are known for stealing jewelry.
Varikrins are secretive humanoids, loving to stalk their prey and snatch up anything shiny. The more jewelry a varikrin owns, the higher up on the social ladder they are. Few still retain the proper techniques of appraising the magic potential of gems, unfortunately. This makes their race seem lawless, but varikrins have a noble-rule system among their clans, which are rather small. A noble among them is the declared ruler, dictating the actions of the others in the clan. Each clan is expected to fend for themselves, as the varikrin are not terribly united as a race. This means a bad ruler can easily be the death of an entire clan, due to the tendency of varikrin to care more for their own interest than their collective.
Varikrin love mysterious and vague names, or names of gems or jewelry. They simply take these and make them their own. It should come as no surprise that varikrin are not terribly creative.
Male: Myth, Mystery, Question, Maybe, Soon, Gold, Silver.
Female: Amethyst, Royal, Mystic, Weave, Opal, Sapphire, Blur
Colorful skinned people, with a paralyzing poison tail.
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
Age. Varikrin mature at 16, and live up to 90 years old.
Alignment. Varikrin are very chaotic creatures, having a want to take jewelry incessantly.
Size. Varikrin's vary widely in height and build, from barely 4 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the night sky, varikrin are adept at making out their surroundings in the dark. 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.
Paralysis Tail. Behind the large fan at the tip of a varikrin's tall lays a scorpions stinger. As an action, you can make an unarmed strike with this tail. On a hit, the target takes 1d4 piercing damage and becomes paralyzed until the start of their next turn. You must finish a short or long rest before using this trait again.
Glider. Your wings give you extra air time. When you make a long jump, you can add your Dexterity modifier to the number of feet you cover.
Innately Arcane. Varikrin are knowledgeable in magic, supposedly having learned from their portal masters back in the day. You are proficient with the Arcana skill.
Gem Magic. Whenever you make an Intelligence (Investigation) check related to identifying a gem, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also have advantage on Intelligence (History) checks to find out what gems are used for what spells or other magics.
Languages. You can speak, read, and write Common, and primordial.
Random Height and Weight
|4′ 0″||+3d12||120 lb.||× (1d6\) lb.|
*Height = base height + height modifier