Duneclaw (/ˈdjuːn.klɔː/ ("DOON-claw"))

The Duneclaw are a hardy sub-race of Vulpin adapted to the harsh, arid environments of Farsae's deserts. They are known for their resilience and independence, traits developed in response to the challenges of desert life. The Duneclaw have short, coarse fur in colors ranging from sandy beige to deep terracotta, allowing them to blend seamlessly with their surroundings. Their eyes are narrow and reflective, adapted to minimize sand irritation and protect against harsh sunlight, and typically display shades of gold, copper, and fiery orange. Physically robust, they possess broad, padded feet ideal for walking on soft sand and enduring the physical demands of desert life.   Duneclaw society is organized into tribes, each led by a Chieftain and a council of elders where leadership is earned through feats of survival, resource management wisdom, or defense prowess. Many tribes lead a nomadic lifestyle, moving between oases and water sources according to seasonal changes and resource availability. Their art and music reflect their environment, with transient sand or stone art and music that features wind instruments and deep drums, echoing the desert sounds.  

Sub-racial Traits

Ability Score Increase. Your Consitution score increases by 1.   Sun Shield. You have resistance to fire damage.   Sandstrider. You can move through sandy terrain without difficult terrain penalties, and you have advantage on Dexterity (Acrobatics) checks made to escape grapples or restraints.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Scorching Rebuke. Once per short rest, when you are hit by a melee attack, you can use your reaction to deal 1d4 + your Constitution modifier in fire damage to the attacker. At higher levels, damage increases to 2d4 + Constitution modifier at 5th level, 3d4 at 11th level, and 4d4 at 16th level.
Genetic Ancestor(s)

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