Umk
Ability Score Increase +2 Cha
Size Medium
Speed 30ft Walking
Ability Score Increase: Add 2 to Charisma.
Age: Umk develop at about the same rate as humans. They reach adulthood at about twenty and live to a maximum of about one hundred years.
Alignment: Umks are products of their volatile environments. While they may be any range of character, they are typically chaotic in nature.
Size: Umk typically range around the same size as Nabun with many of them either being short and plump or tall and slender, depending on their region. Your size is medium.
Speed: Your base walking speed is 30 feet.
Hostile World: Due to their history surviving in a hostile area, Umk receive a proficiency in Survival.
Dark Vision: Used to dark environments, they have Darkvision. You can see 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 grey.
Languages: You can speak, read, and write Umk, Common, and one other language of your choice.
Subrace: There are two subraces available for Umk: Brimian and Fristites.
Subraces
Brimians
Brimians hail from Brimer, the original home of the Umk. Brimer is a dangerous island with explosive volcanoes, terrifying beasts, and constant lightning storms. Brimians evolved to channel the volatile energy of their home in order to survive and protect themselves. Brimians are typically dramatic and sarcastic, a coping mechanism developed by the race when dealing with those harsh conditions. Brimians tend to like other species because they make great spectators to entertain. When traders come to visit, they always ensure they put on a show for their guests. Brimers are also protective of visitors. They are primed for the harsh conditions so Brimians will extend their abilities to ensure those that audience aren’t demolished.
Ability Score Improvement: Add 1 to Wisdom.
Fiery Domain: Brimians gain a resistance to all heat damage.
Fire Cantrip: You know produce flame. Wisdom is your spellcasting ability for it.
Burning Touch: Should anyone who is not Brimian come into physical contact with you wherein their skin touches yours, they must make a constitution saving throw. On a fail, they will receive 1d6 heat damage.
Extra Language: You may learn one additional language of your choice.
Fristites
If Brimians are the dramatic and energetic subrace, then Fristites are the cold and bitter cousins to their Brimian counterparts. As the Umk began to evolve to harness the harsh energy of their islands, the Fristites divided from their kind, moving to the icy north of the Frist Mountains. Over time, they became colder, darker, and bitter. Some guess it’s due to how cold their home is compared to Brimer. Most, even the Brimians, tend to keep their distance from the Frostites. As Brimians put it, “they just aren’t any fun.” Fristites veins and eyes offer an icy blue glow to match their environment and ability. Much like how the Brimians have an affinity towards fire, they have an affinity towards ice.
Ability Score Increase: Add 1 to Constitution.
Icy Domain: You gain a resistance to all cold damage.
Ice Cantrip: You learn Ray of Frost. Wisdom is your spellcasting ability for it.
Cold to the Bone: Should anyone who is not Fristite come into physical contact with you wherein their skin touches yours, they must make a constitution saving throw. One a fail, they will receive 1d6 cold damage.
Extra Language: You may learn one additional language of your choice.
Languages. You can speak, read, and write Umk, Edician, and one other language of your choice.