Mephitan Race 5e

by Arron

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Mephitans

A race made by Arron

The Mephitan are a very social race whether it be with their own kind or those of others races. Some seeming to always be looking to make a friend. They either living in villages of their own or in whatever city or village will allow mephitans to take up residence there. This race resembling various forms of humanoid skunks. Though suffering from the usual social stigma that comes from being able to produce such a malodorous stench. They are often times avoided because of it, either out of fear for its use or disgust, despite the fact that mephitans smell perfectly fine if they haven't been forced to use their spray. One can most easily recognize a mephitan home by the abundance of flowers they tend to grow around it out of habit.

Bushy-tailed inventors

Mephitans have been credited to have been the ones to have invented eye-glasses, mostly due their own nearsightedness. They've made many a type of glass lense, not only to the benefit of themselves but others as well as they've corrected a number of vision issues. Many of their towns having at least one who specializes in both diagnosing and making said eye-glasses. Eye-glasses cost aproximately two gold to purchase. Prices may very depending on area (And DM discretion.) The item can also be stolen or broken just like any other.

Mephitan traits

Abilty score: Mephitan gain a +1 in Dexterity and +1 in constitution

Age: Mephitans lifespans are erattic in nature, though some have been known to live to eighty.

Languages: You can speak, read and write Common and Mephitan Mephitan language consists of hisses, squeals, screechs, whines and mammalian chirps. It's written portion is done so with claws, lettering appearing sharp and angular

Alignment: Mephitan tend towards a neutral alignment at most times. But, most times they lean towards good more than others.

Size: Mephitans size range from 4 feet to seven feet. Your size is medium

Speed: Your base walking speed is 30ft

Strong Stomach: When it comes to rotting food, nothing non-magical you eat can make you sick. However, it only gives half as much health/nutrition as it normally would. (Or less pending DM discretion.) Poisons still act as normal

Nimble body: Mephitans are quite dexterous. some being known to perform a handstand when using their noxious spray. You have proficiency in acrobatics.

Burrowing claws: You gain a 5ft burrowing speed. A Mephitan is only capable of digging through soft material that'll retain it's shape after (Like soft earth or gravel) This trait can also be used to create a temporary shelter. In addition, your claws are natual weapons which you can use to make unarmed strikes. I you hit with them, you deal damage equal to 1d4 slashing, which can be calculated using either your Strength or Dexterity modifier for the attack roll and damage bonus. You are proficient with your claws.

Keen senses: Mephitans are of a sensitive nose and ear, they get advantage on perception based upon hearing and smell.

Near-sighted: As sight goes, Mephitans tend to have poor eyesight when distance is involved and as such have disadvantage on perception checks past thirty feet. This disadvantage is negated if you are wearing glasses.

Darkvision: Mephitans being naturally nocturnal 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 color in darkness, only shades of gray. (Note: if you are without your glasses, the range is reduced to the 30ft caused by your near-sightedness.)

Noxious Spray: As a reaction, when attacked you may let out a spray of obnoxious foul smelling mist in a 15 foot cone. All who would be caught within it must make a dexterity saving throw upon a failure, the target must then make a Constitution saving throw (DC for both saving throws 8+Con+Proficiency) those that fail the saving throw become frightened of you. Upon use, you receive a -1 to charisma checks til you take a long rest letting you clean yourself in the process.

Furthermore, you may choose to use your spray willingly as an action (d20+dex) your spray being emitted in a stream to a range of 15 feet and upon a hit it becomes a 10ft radius sphere of foul smelling mist, the target and those within the radius of the resulting mist must make a constitution saving throws (DC: 8+con+prof) upon a failure, the target becomes Stunnws while those caught within the resulting mist who fail the saving throw become Frightened and may roll a new saving throw at the end of their turn. The Area of Effect remains in place for 1d4 weeks, the DC for it's save decreasing for each hour someone spends within the area. (Miniumum DC 8). Those who fail the resulting Constitution save from wandering into it become stunned. You may use your noxious spray equal to your constitution modifier plus proficiency minimum of two times, per day before needing a long rest to do so again.

Note: individuals with proficiency in smell based perception have disadvantage on Saving throws for this ability, but in return Noxious Spray's Charisma reduction effect adds an additional -2 to any charisma checks against these Individuals. While anything that is immune to poison, does not have a sense of smell or does not breath is immune to the effects.