Selkspitche Denizen, D&D 5E Race

This is the page for the Dungeons and Dragons 5th Edition homebrew Race, Selkspitche Denizen. Every Denizen has the appearance of an arthropod crossed with a humanoid upper torso (similar in concept to a centaur). Although the proper term is Selkspitche Denizen, they are frequently referred to as simply a Denizen.

NOTE: This page is IN DEVELOPMENT. Use of this content may result in a character that is not properly balanced for your campaign or have traits that do not work as expected. You may use this race for testing it or for just fun (with your DM's approval).

NOTE 2: Any testing results ARE NOT to be included on the page (you may use the Comment Section to do so, or via the Discord chat). Do not make edits to the page if you are not part of the race's development team.

## Selkspitche Denizen

### Physical Description

Adult Denizens have a lower body that is based on an arthropod and an upper body that is humanoid in appearance. All possess a pair of wings on their back, though most are incapable of flight. (Note that they can not be of an aquatic arthropod type. There are no aquatic Denizens, though some may be able to have semi-aquatic lives such as Mrs. Shale who is a Diving Bell Spider.) Denizens also have a tough carapace to protect themselves in addition to a strong skeletal structure.

There are, broadly speaking, three types of Denizen, based on their skeletal type: Ruby, Sapphire, and Emerald. (In the past, there were additional types that were said to be magical, such as Obsidian or Opal, but they are long extinct.) Their skeletal type also frequently corresponds with their diet.

* Ruby is more common among the frugivores (such as Tetri, a Goliath Beetle, and Karotrok, a Junebug).
* Sapphire is more common among carnivorous Denizens (such as Crayon, a Black Widow, or Swindle, a Scorpion) or those that carry venom or other natural weaponry.
* Emerald is more common among omnivorous Denizens as well as those whose carapace is more heavily armored.

### History

Originating from the realm of Lazulum, their origins are partially lost to legend. According to legend, they originally came from Selkspitche Island, a paradise island watched over by the Selkie. There, they were gifted with magics and their Plastes Expuit, a special organ that allows each Denizen to create various items.

At present, their people are found throughout the land of Lazulum, sometimes in simple locales such as Aika Village.

### Names

Denizen given names have two parts: First, their full given name is actually a title, which is largely kept secret. This is then used to form their publicly-used given name, as an acronym of that title. For example, a character who had the title name of Preserver Of Natures Bountiful Light Endless would have the public given name of Ponble.

Denizen family names can be various terms, though it is fairly common for them to be anagrams of Selkspitche.

## Selkspitche Denizen Traits

### **Suggested Ability Score Increase**

Your Constitution score increases by 2 and another score increases by 1. (You may choose to reassign these to a different stat if you want, it is only a default suggestion.)

* Note: ASI suggestions may be moved to being a part of Background rather than Race. If that becomes official, remove this ASI trait.

### **Creature Type**

Your creature type is Fey. While not from the Feywilds, your biology is not the same as most humanoids as well as having a different kind of connection to nature and the natural magics of the world.

### **Age**

Denizens do not die of old age, so, barring accidents, monsters, disease, and other fatal events, tend to be very long-lived. As adventurers, most will be in their Nynph state, ranging from sixteen to over one hundred years old. Dragoons will typically no younger than their twenties.

#### Young Adventurers

As a Pupa, you would be between 6 and 16 years old, after which you would cocoon for six months to enter your Nymph stage.

**Life stages**: Denizens go through several stages in life, separated by six-month periods in a cocoon. They start life as a Larva, which will cocoon after a few years to develop into Pupa state. At about 16 years old, they will cocoon again to develop into their Nymph state which they will remain as unless they have children. Many adventurers are in the Nymph stage, though should they ever procreate they will eventually cocoon at the same time their Larval child does, emerging as a mighty Dragoon. Should this cocoon state be ended early, they are in for a living hell in a "yolked" state until they manage to cocoon again... if that is even possible.

### **Alignment**

Denizens come in all types, as varied as their appearances. However, they are largely a social race, working together and with others to develop and improve each other. As such, they are more likely to be Good or Neutral, though there are some self-serving members that would rather have things their own way. Due to their society not being as central focused as others, Denizens are more likely to cover the range from Lawful to Chaotic.

### **Size**

As a Nymph, you are either a Medium creature of 7-8 ft. tall (rare) or a Large creature typically standing between 9-12 ft. tall. Upon reaching Dragoon development, you will be a Large creature of either 10-12 ft. tall (rare) or 13-15 ft. tall.

#### Young Adventurers

As a Pupa, you are a Medium creature of 6-7 ft. tall.

### **Speed**

You have a Walking Speed of 30 ft. You have a Climbing Speed equal to half your Walking Speed but can only climb surfaces with sufficient grip or traction.

### **Languages**

You know Common (aka: Hoomsh), Selktch (the language from the Selkspitche Islands), and one additional language of your choice.

### **Mussel Versatility**

Your upper torso opens up to reveal your organs in that region; some of them have particular abilities:

* Dual-brains: You have a split-brain system, where the head-brain mostly manages emotions and complex thought while the hind-brain mostly manages movement. They also have some peculiarities:
	+ They have an extra defensive mechanism against some potential parasites that get inside the carapace, in the form of each brain having a mouth with small arms.
		- Should a creature, parasite, etc. be inside you, every turn it must make a DC14 Dexterity Saving Throw or take 4 (1d4+2) Piercing Damage.
* Plastes Expuit: You can craft some items using your Plastes Expuit, rather than normal crafting methods.
	+ By inserting the proper material, you can, over an amount of time, craft a Small or smaller item.
	+ Over the period of one hour, such as a Short Rest, you can craft one non-magical item.

### **Skeletal Type**

Each Denizen is born with one of three Skeletal types, based on one of their parents (they inherit one or the other). This affects their diet and some biological traits.

* Emerald Skeleton
* Ruby Skeleton
* Sapphire Skeleton

**Diet**: You are an omnivore, able to eat most plants and meats without issue.

**Tough Versatility**: You may choose to gain one natural trait: Tough Carapace, Web, or Flight Wings.

**Diet**: You are a frugivore, primarily eating fruits or similar plants.

**Versatile Build**: You may choose one natural trait: Web, Flight Wings, or Flight Wings plus Glowbug.

**Diet**: You are carnivorous, largely relying on meats to survive.

**Hunter's Build**: You may choose one natural weapon among: Water Bubble, Venomous Bite, Venomous Bite plus Web, Bee Sting plus Flight Wings, or Scorpion Sting.Trait Details:

* Tough Carapace: Your carapace is tougher than usual, granting you a +1 bonus to your AC.
* Web: You can use an Action to create a web, as well as throw it to a target point up to 30 ft. away. If you target a Creature, make a ranged weapon attack; if you hit them, they are restrained and under the effects of the Web spell. Your Climbing speed on a web is equal to your Walking speed.
* Flight Wings: Your wings are stronger than those of other Denizens. You gain a Flight Speed equal to your walking speed.
* Flight Wings plus Glow: Your wings are stronger than those of other Denizens. You gain a Flight Speed equal to your walking speed. You have bio-luminescent chemicals, enabling you to use a Bonus Action to cause a part of yourself to glow, providing dim light out to 30 ft. for up to 1 hour. You can end it early as a Free Action. If you touch an object that contains a piece of carapace from a Denizen with this trait, you can cause it to glow instead of yourself. Once you have used this trait to produce light for a cumulative 1 hour, you can't use it again until you finish a Short Rest.
* Flight Wings plus Wasp Stinger: Your wings are stronger than those of other Denizens. You gain a Flight Speed equal to your walking speed. You have a stinger. You can make an Unarmed Strike with it, dealing 1d6 Piercing Damage on a hit. If you hit, the target makes a DC 14 Constitution Saving Throw, taking 1d6 Poison damage and becoming Poisoned if it fails.
* Water Bubble: Whenever you become submerged in water, you can spend a Bonus Action to create a bubble around your head which will provide you with air for up to an hour. Once used, you must spend at least one minute in clean, breathable air before you can use this trait again. The bubble cannot exist in a vacuum and is instantly destroyed if it enters one.
* Venomous Bite: You have venomous fangs. You can make an Unarmed Strike with them, dealing 1d6 Piercing Damage on a hit. If you hit, the target makes a DC 14 Constitution Saving Throw, taking 1d6 Poison damage and becoming Poisoned if it fails.
* Venomous Bite plus Web: You have venomous fangs. You can make an Unarmed Strike with them, dealing 1d6 Piercing Damage on a hit. If you hit, the target makes a DC 14 Constitution Saving Throw, taking 1d6 Poison damage and becoming Poisoned if it fails. Additionally, you can use an Action to create a web, as well as throw it to a target point up to 30 ft. away. You can climb this web using your climb speed. If you target a Creature, make a ranged weapon attack; if you hit them, they are restrained and under the effects of the Web spell. You can spend an hour collecting web to create 10 ft. of Spider Rope; you can also combine each length into a cohesive single length.
* Scorpion Stinger: You have a long tail with a stinger. You can make an Unarmed Strike with +5 ft. Reach, dealing 1d6 Piercing Damage on a hit. If you hit, the target makes a DC 14 Constitution Saving Throw, taking 1d6 Poison damage and becoming Poisoned if it fails. If you spend an hour focusing on collecting poison from your stinger, you can gather enough to have a Vial of Poison.

### **Dragoon Growth**

If your Nymph-state Denizen has a child that cocoons from its larval state, your character cocoons at the same time regardless of planar location. Lasting six months, during this period you are incapable of movement, verbal communication, and have difficulty forming clear thoughts. After the six months complete, you will emerge as a Dragoon, gaining the following:

* Your carapace increases in toughness, giving your AC a +1 bonus.
* Your size is now Large, either 10-12 ft. tall or 13-15 ft. tall (depending on if you were a shorter or average height as a Nymph).
* You have a strong connection with your spouse and children. (should this have any effect or just flavor)

Note: If you are playing a Denizen who is already a Dragoon, apply these upgrades as well.

## Charts

### Crafting via **Mussel Versatility**

(This Trait assumes use of the updated Crafting Rules, found in *Xanathar's Guide to Everything*, pg. 128.)

Note: This Trait **does not** apply to Scribing a Spell Scroll (ie: storing a Spell you know into a Spell Scroll) or mixing a Potion or Poison

You can only craft non-magical items that are Small or smaller with this trait.

Unique Components: Your DM may require you to incorporate a rare or unique component as part of a Magic Item to successfully Craft it. This may lead to a new sidequest to obtain said component.

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