Dilophomen

(Playable Species for D&D 5e)

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Introduction

The Dilophomen are an ancient race of humanoid reptiles, said to have descended from the primal dilophosaurs. These creatures bear distinctive bone ridges crowning their heads, which serve as a sign of their heritage and a tool in battles of dominance and courtship. They are known for their agility and unique defensive mechanisms, including a blinding poison that they can spit at threats.

Racial Traits

Ability Score Increase: Your Constitution or Wisdom score increases by 2, and your Dexterity score increases by 1.

Age: Dilophomen mature quickly, reaching adulthood by the age of 10. They live up to 70 years, often meeting their end due to the harshness of their wild habitats or the peril of their own aggressive encounters.

Alignment: Growing up in tightly-knit tribes that rely on strength and survival skills tends to skew Dilophomen towards a chaotic alignment. They value freedom and personal power, often clashing with more law-bound societies.

Size: Dilophomen stand between 3 and 4 feet tall, with a slender but muscular build and average about 40-50 pounds. Your size is Small.

Speed: Your base walking speed is 30 feet.

Dilophosaur Heritage: You have proficiency in the Survival skill, reflecting your connection to your primal ancestors and your ability to thrive in natural environments.

Blinding Poison Spit (Recharge 5-6): As an action, you can spit a blinding poison at a creature within 30 feet of you that you can see. The target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target is blinded until the end of your next turn. After you use your blinding poison, it can't be used again until after you roll a 5 or 6 on a d6 at the start of your turn.

Predatory Vision: You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray. When using this mode of vision, you can however see shades of red from heat sources such as fires and from body heat. This allows you to see through the invisibility spell or similar illusion effects of 3rd level or lower. This does not however work within magical darkness, as even the heat light is lost to its effects.

Languages: You can speak, read, and write Common and Draconic. Draconic is a language filled with sharp hisses and elaborate sibilants, a reflection of your reptilian origins.

Playing a Dilophomen

Playing a Dilophomen involves embracing the wild, primal nature of your heritage. As a Dilophomen, your instincts often drive you towards the thrill of the hunt and the glory of survival. However, your interactions with other races can be complex, given your innate abilities and aggressive defense mechanisms. Your challenge is not only the physical battles but also finding a place in a world that might view your natural gifts without suspicion or fear.

This race provides a unique blend of abilities that encourage tactical gameplay, especially for players who enjoy characters that can handle both combat and survival scenarios. The blinding poison adds a strategic element to encounters, allowing Dilophomen players to disable powerful foes and change the tide of battle. Balancing this powerful ability with a recharge mechanic ensures it's not overused, maintaining game balance.