Soraskan
Soraska are bipedal reptillians related to dracaska. They have the unique ability to remetabolize poison and release it in their thumb claws.
There are two soraskan subspecies: cave and sea. Cave soraska live in the northern mountains of Ata. Lean, nimble, and averaging around 5'8" in height, they are adept hunters and known to hunt cave halflings. Cave soraska are deeply religious and have theocratic local governments. <redacted>
Sea soraska live in southern Verdania. They are much bulkier than their Atan cousins, with an average height of around 6'3". As a unified statocracy, their navy is the single largest in the world, although humans have more ships overall. They also have one of the most disciplined armies in the world. The sea soraskan navy and army frequently clash with elves, both on land and at sea.
Society
Soraskan society is stratified into ranks. Soraska begin life at the lowest rank and can gain rank as a reward for excellence. Individuals are expected to perform the duties given by higher-ranking soraska, and failure to do so is punished harshly. The death penalty is never utilized; at worst, a soraskan is demoted to the lowest rank and tattooed with markings that prevent them from regaining rank.
Soraska don't follow the same "good" and "bad" morality as other races. In their culture, good work is good and bad work is bad, and nothing else matters.
Etymology
The Sonnern word "soraska" comes from Elvish and means something like "lizard serpents". The standard singular form of the noun is "soraskan", which is the same as the adjective form. The plural form "soraskans" is technically incorrect but still commonly used, especially by non-Elvish speakers. Before communication with elves, no human language besides Ogofen had a word for soraska, since cave soraska were unknown to any but the other denizens of the mountain caves.
Soraskan
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
50 years
50 years
Languages
Varies
Varies
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Aging Rate
20 years
20 years
Traits
Poison Conversion. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you accumulate partially-neutralized toxins within yourself. These toxins are represented by poison charges, which you can expend to power other features. You have a number of poison charges equal to your level.
You automatically gain or lose poison charges in the ways listed below. There is no upper limit to the number of charges you can have. - You gain 1 poison charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any poison charges since the end of your last turn. - You lose 1 poison charge at the end of your turn if the number of charges you have exceeds your level. - When you take poison damage, you gain a number of poison charges equal to half the damage you took. - When you succeed on a saving throw against being poisoned, you gain 1 poison charge.
Venomous Claw. One claw on each of your hands can inject venom. When you hit a creature with an unarmed strike using your claws, you can expend a number of poison charges up to your proficiency bonus. The target takes 1d4 poison damage per charge expended.
Subraces
Select one of the subraces below.
Cave Soraskan
Language. You are proficient in Cave Soraskan.
Darkvision. Your eyes are adapted for caves. You have darkvision (60 ft.).
Prehensile Tail. Your tail and claws are built for climbing. You have a climb speed of 30 feet.
Quick Claws. When used to make an unarmed strike, your claws deal 1d6 slashing damage and have the light and finesse properties.
Sea Soraskan
Language. You are proficient in Sea Soraskan.
Hold Breath. You can hold your breath for up to 10 minutes.
Tail Fin. Using your finned tail and webbed hands and feet, you have a swim speed of 30 feet.
Long Claws. When used to make an unarmed strike, your claws deal 1d10 slashing damage and have the heavy property.
Suggested Feats
Lingering Venom
Prerequisite: Soraskan, Venomous Claws feature
Cost: 2 feat points
Cost: 2 feat points
When you use your Venomous Claws and roll a 4 on any of the d4s of the poison damage, the target must succeed on a Constitution saving throw. The DC is 8 + your proficiency bonus + your Constitution score. On a failed save, the target is poisoned (save ends).
Paralyzing Venom
The venom in your claws contains traces of immobilizing neurotoxins. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target is paralyzed while poisoned by your Lingering Venom.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.
Deadly Venom
Some of the venom in your claws is highly potent. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target takes ongoing poison damage while poisoned by your Lingering Venom. The ongoing damage is a number of d4s equal to half your level.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Heavy
Heavy
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Supersmell
Supersmell
Base sense: smell
A creature with supersmell automatically detects the presence—but not the location—of creatures within a specified range. Supersmell goes around cover but can't penetrate barriers, including going from air to water or vice versa. Additionally, having supersmell of any range grants a creature advantage on Perception checks that rely on smell.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.