Subek

The kindly, scholarly subek come from a river‐based culture, known for advising others and lending their physical and intellectual prowess to local projects. During flood season, however, the subek become violent and territorial. Subek adventurers often wish to break away from the ebb and flow of the river and discover in the process some control over their destructive nature. Subek dwell along the banks of the major rivers in warm climates. In the Southlands, the river Nuria shelters several communities of subek.

Subek Traits

Your subek character has certain characteristics in common with all other subek.
  • Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
  • Age. Subek age at roughly the same rate as humans but mature faster, reaching adulthood around the age of 10. They can live up to 300 years.
  • Size. Adult males can reach a height of 8 1/2 feet with females averaging 5 inches shorter. Your size is Medium.
  • Alignment. Subek possess a wide range of alignment, just as humans do. The ties to the natural pattern of their river homes tend to push many subek toward lawful or neutral alignments. Their Flood Fever (see below) has an impact on this.
  • Speed. Your base walking speed is 30 feet and your swim speed is 30 feet.
  • Darkvision. 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 cannot discern color in darkness, only shades of gray.
  • Natural Weapons. Your powerful bite is a natural weapon that you can use to make unarmed strikes. If you hit with it, your bite deals 1d8 + your Strength modifier piercing damage.
  • Hold Breath. Accustomed to your watery home, you can hold your breath for up to 15 minutes.
  • Flood Fever. Choose three consecutive months out of the year to reflect the flood season of your river birthplace. During this time, you lose the benefits of your Scholars trait (see below). When a creature deals damage to you, every attack you make and harmful spell you cast must include that creature as a target, until you drop to 0 hit points, your target falls to 0 hit points, or you are unable to make an attack against it for 1 minute. Once per turn when you hit your target with an attack, you deal an additional 1d6 damage.
  • Scholars. When it is not flood season, you have advantage on Intelligence (History) and Intelligence (Investigation) checks.
  • Languages. You can speak, read, and write Southern Tongue, Common, and a third language of your choice.
  • Subrace. Choose one of the following subraces.

Murkscale

The murkscale subek dwell deep within the marshes, swamps, and fens of the world, far from the dwellings of the hapless, soft, warm‐blood races.
  • Ability Score Increase. Your Wisdom score increases by 1.
  • Swift Swimmers. Your swimming speed is 40 feet.
  • Swamp Stealth. You have advantage on Dexterity (Stealth) checks in swamp or marsh terrain and while in the water.

Riverscale

Harkening from the rivers of Midgard, the riverscale believe they are the true children of their god Sobek, who has blessed them with natural grace and innate toughness.
  • Ability Score Increase. Your Dexterity score increases by 1.
  • Gift of Grace. You have advantage on Dexterity (Acrobatics) checks.
  • Gift of Vigor. Your maximum hit points increase by 1, and an additional 1 each time you gain a level.

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