The longarm tribe appear similar to normal humans except for their lengthy double-jointed arms. They are adept at using their unique physical traits to their advantage and overwhelming their opponents with attacks only they’d be capable of.
Ability Score: +2 STR or DEX, +1 WIS .
Size: Large
Speed: 30 ft land, 35 ft water
Reach: You are able to make melee weapon attacks, unarmed, and natural strikes against enemies within 10 ft of you. If you are using a weapon with the reach capability your range for melee weapon attacks is 15 ft instead.
Compressed Punch: As an action you may compress your joints to prepare for a lethal strike. When you do so, if the next melee attack you make hits successfully you deal double of your damage modifier (not dice). On a miss the compressed punch is expended. An attack can only benefit from this feature once.
Unconventional Strikes: Starting at level 5, when you miss with a melee attack you can try to use your double jointed arms to change the trajectory, possibly changing it into a hit. When you miss an attack you may roll 1d4 and add it to the attack roll. You can use this number of times equal to your proficiency bonus rounded down per short rest. This bonus increases to 1d6 at level 11, 1d8 at level 17.
Quick Draw: At level 11, your wild arm movements allow you to reach into your inventory quicker than others! Twice per long rest you may use a consumable item as a bonus action.