Ability score increase. your Constitution score increases by 1.
Age: Keidran live dramatically shorter lives than the other race, they reach physical maturity at roughly age _ and live to a maximum of roughly 30
Alignment: Keidran vary immensely in alignment, based on tribe, species and upbringing
Size: though their size varies, they aren't that different in size, your size is medium.
Speed: Your base walking speed is 30 feet
Keidran Senses: You have proficiency in the Perception skill
Low light Vision: Dim light does not impose disadvantage on your perception checks
Keidran Magic: While humans can wield magic with relative easy, pulling mana directly from the earth, Keidran must make use of mana crystals to properly wield magic. All of your spells require material components, the material components is a string of mana crystals, every month or so, a Keidran spellcaster must spend GP equal to their proficiency bonus to maintain their mana crystals, replacing cracked ones, and purchasing new ones. if you roll a 1 on a spell attack roll, or your target rolls a 20 on a saving throw, your mana crystals cracks, and you cannot cast spells of your highest level, until you spend a short rest repairing them (you still gain the normal benefits of a short rest) If you posses a Flawless Mana crystal you need not pay the GP cost, and your mana crystals cannot crack. A Keidran spellcaster using mana crystals can, as an action give some of their mana crystals to another spellcaster, effectively giving that spellcaster one of their Spell slots to cast a spell.
Feral: When you take damage equal to or greater than half your hit point maximum you must make a DC 10 wisdom saving throw, on a sucess you can continue as normal. On a failure, you go feral, regaining HP equivalent to half your hit point maximum. While feral, your Intelligence and charisma scores become 3, (-4 bonus) and you act like a wild animal (as an NPC under the DM's Control), using your natural weapons as opposed to any manufactured weapons, and depending on the situation turning on your comrades, running away, or continuing fighting with animal ferocity, although you are unlikely to attack beings you care deeply about. Also at the DM's discretion, Under a particularly emotionally or physical stressful experience, such as being brutally tortured, or watching your loved ones mercilessly slaughtered might force you to make the wisdom save to avoid going feral, while feral, you have resistance to all non-magical bludgeoning, piercing, and slashing damage, and gain a bite attack that deals 1d8 + STR piercing damage. while you are feral, and not in combat, or another life threatening situation, a friendly creature can help you snap out of it as an action, otherwise, after 24 hours, you are permanently feral, and you can never revert. you can only be forced to make the initial save to avoid going feral once, and it resets upon completion of a long rest
Languages: you can speak, read, and write Keidran
Subraces: many varieties of of Keidran exist in Mekkan
Age: Keidran live dramatically shorter lives than the other race, they reach physical maturity at roughly age _ and live to a maximum of roughly 30
Alignment: Keidran vary immensely in alignment, based on tribe, species and upbringing
Size: though their size varies, they aren't that different in size, your size is medium.
Speed: Your base walking speed is 30 feet
Keidran Senses: You have proficiency in the Perception skill
Low light Vision: Dim light does not impose disadvantage on your perception checks
Keidran Magic: While humans can wield magic with relative easy, pulling mana directly from the earth, Keidran must make use of mana crystals to properly wield magic. All of your spells require material components, the material components is a string of mana crystals, every month or so, a Keidran spellcaster must spend GP equal to their proficiency bonus to maintain their mana crystals, replacing cracked ones, and purchasing new ones. if you roll a 1 on a spell attack roll, or your target rolls a 20 on a saving throw, your mana crystals cracks, and you cannot cast spells of your highest level, until you spend a short rest repairing them (you still gain the normal benefits of a short rest) If you posses a Flawless Mana crystal you need not pay the GP cost, and your mana crystals cannot crack. A Keidran spellcaster using mana crystals can, as an action give some of their mana crystals to another spellcaster, effectively giving that spellcaster one of their Spell slots to cast a spell.
Feral: When you take damage equal to or greater than half your hit point maximum you must make a DC 10 wisdom saving throw, on a sucess you can continue as normal. On a failure, you go feral, regaining HP equivalent to half your hit point maximum. While feral, your Intelligence and charisma scores become 3, (-4 bonus) and you act like a wild animal (as an NPC under the DM's Control), using your natural weapons as opposed to any manufactured weapons, and depending on the situation turning on your comrades, running away, or continuing fighting with animal ferocity, although you are unlikely to attack beings you care deeply about. Also at the DM's discretion, Under a particularly emotionally or physical stressful experience, such as being brutally tortured, or watching your loved ones mercilessly slaughtered might force you to make the wisdom save to avoid going feral, while feral, you have resistance to all non-magical bludgeoning, piercing, and slashing damage, and gain a bite attack that deals 1d8 + STR piercing damage. while you are feral, and not in combat, or another life threatening situation, a friendly creature can help you snap out of it as an action, otherwise, after 24 hours, you are permanently feral, and you can never revert. you can only be forced to make the initial save to avoid going feral once, and it resets upon completion of a long rest
Languages: you can speak, read, and write Keidran
Subraces: many varieties of of Keidran exist in Mekkan
Dog
Ability score increase. Your Strength and Constitution scores each increase by 1
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Natural Tracker: you have proficiency in survival skill checks made to track creatures, and add double your proficiency bonus on such checks*
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Natural Tracker: you have proficiency in survival skill checks made to track creatures, and add double your proficiency bonus on such checks*
Fox
Ability score increase. your choice of your Wisdom or Intelligence score increases by 1, also your dexterity score increases by 1
Fox's Cunning: when you have advantage on an attack roll, you can deal extra damage of a type that attack does. The extra damage is equal to half your character level(minimum of 2).
Fleet of foot: your walking speed increases to 35 feet*
Fox's Cunning: when you have advantage on an attack roll, you can deal extra damage of a type that attack does. The extra damage is equal to half your character level(minimum of 2).
Fleet of foot: your walking speed increases to 35 feet*
Tiger
Ability score increase. Your Dexterity score increases by 2
Cat's Claws: your unarmed strikes are finesse weapons that deal 1d4 slashing damage on a hit
Land on your feet: you have resistance to fall damage, and are never knocked prone as a result of falling
Jungle Grace: You are proficient in the Acrobatics Skill*
Cat's Claws: your unarmed strikes are finesse weapons that deal 1d4 slashing damage on a hit
Land on your feet: you have resistance to fall damage, and are never knocked prone as a result of falling
Jungle Grace: You are proficient in the Acrobatics Skill*
Snow Leopard
Ability Score Increase. Your Dexterity score increases by 2
Cat's Claws: your unarmed strikes are finesse weapons that deal 1d4 slashing damage on a hit
Land on your feet: you have resistance to fall damage, and are never knocked prone as a result of falling
Born of the north: Thanks to your thick fur, you reduce the amount of cold damage you take by your proficiency bonus whenever you take cold damage, and you are naturally adapted to cold climates, this makes hot weather uncomfortable though, and you have disadvantage on saves to withstand the effects of extreme heat*
Cat's Claws: your unarmed strikes are finesse weapons that deal 1d4 slashing damage on a hit
Land on your feet: you have resistance to fall damage, and are never knocked prone as a result of falling
Born of the north: Thanks to your thick fur, you reduce the amount of cold damage you take by your proficiency bonus whenever you take cold damage, and you are naturally adapted to cold climates, this makes hot weather uncomfortable though, and you have disadvantage on saves to withstand the effects of extreme heat*
Wolf (Arctic)
Ability score increase. Your Strength score increases by 2
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Born of the north: Thanks to your thick fur, you reduce the amount of cold damage you take by your proficiency bonus whenever you take cold damage, and you are naturally adapted to cold climates, this makes hot weather uncomfortable though, and you have disadvantage on saves to withstand the effects of extreme heat*
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Born of the north: Thanks to your thick fur, you reduce the amount of cold damage you take by your proficiency bonus whenever you take cold damage, and you are naturally adapted to cold climates, this makes hot weather uncomfortable though, and you have disadvantage on saves to withstand the effects of extreme heat*
Wolf (Forest)
Ability score increase. Your Strength score increases by 2
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Stalker of the woodlands: Thanks to your natural instincts, you gain proficiency in the stealth skill*
Pack Tactics: once per turn, when you roll damage, and an allied creature is within 5 feet of you, add a bonus to damage equal to your proficiency bonus
Stalker of the woodlands: Thanks to your natural instincts, you gain proficiency in the stealth skill*
Crossbreed Keidran
While not overly common, it's not unheard of for keidran to breed among the subraces, especially where they are kept as slaves, as some breeders favour exotic looking hybrids. If you wish to play a Half-breed, this can be represented by swapping one of your racial features with that of another. the racial features marked with a * can be swapped with each other without any trouble. If they are female, your character may be unable to enter Estrus (part of the Keidran reproductive cycle), and thus be incapable of childbirth