Falkreeth
- Hunters of the crags
- Brutalistic, survival of the fittest
- Bounded by the Elder Law, words of the first Falkreeth, Kaahrn
- Solo hunters in tribes. Tribes tend to live close and stalk over large territory. Some tribes form groups, to rival other tribal groups
cradle.
—Arslan Faeyanor, Of Musopii and Men
Falkreeth Traits
The brutalistic life of the falkreeth and their avian qualities grant you a discrete set of skills.
Ability Score Increase. Your Constitution score increases by 2.
Age. Falkreeth mature quickly to avoid the dangers of the crags. They can walk hours after hatching, and are able to fly by the age of 3. By the time they are 8, they are considered mature. They normally live to around 60 years old.
Alignment. Falkreeth keep to themselves, but are very strict on following the customs laid out before them. As such, they most often tend towards lawful neutral. However, there are some more chaotic falkreeth who reject their tribe's impartiality to the world around them, or seek to change their traditions in radical ways.
Size. Falkreeth are between 6 and 7 feet tall, and on average weigh about 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a climb speed of 30 feet.
Gliding. The large feathers on your arms grant you an incredible mobility in the air. While your hands are free, you have a flying speed equal to your base speed. You can't use this speed while you are incapacitated or wearing heavy armor. While flying this way, you can't ascend and you safely descend 15 feet at the end of your turn if you don't have something to hold you aloft.
When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage.
Talons. Your hands and feet are equipped with formidable talons, which are natural weapons you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Sky Sentinel. You have proficiency in the Perception skill. Whenever you make an Wisdom (Perception) check that relies on sight while gliding, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, you’re acclimated to high altitude, including elevations above 20,000 feet.
Languages. You speak, read, and write Common and Auran.
Role. Each falkreeth must eventually complete a grueling rite of passage when they turn 8, which grants them a corresponding role in the tribe. Choose one of these roles.
Skytaker
You overcame the Hunt of Broken Wings as a young falkreath to become a skytaker. At first light on your eighth anniversary of your birth, you and fellow falkreeth were pushed off of the highest peak in the range, tasked with bringing the largest, most fearsome game they could find back to the village by sundown. That was the last time you saw many of your childhood friends, but you returned with something the tribe thought worthy, and were trained as a Skytaker.
Your job was to hunt, kill, and return your game to the tribe, as well as serving as its first line of defense. The bigger your game, the more respect and standing you achieved within the tribe, but you were always made aware that each trip could have been your last, so you relish the hunt where you can.
Ability Score Increase. Your Strength score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Diving Blitz. If you move at least 15 in a straight line toward a creature as part of a fall or descent immediately before making a melee weapon attack, grapple attempt, or shove attempt, you gain advantage on the roll.
Duskbringer
In your eighth year, on the longest night of the calender, they sent you forth into the starlit sky to complete the Night of Bloodied Eyes. You were tasked with staying alive among the mountains until the first light of dawn. The sky and ground littered with enemies seeking to take your life, taking the form of both members of your tribe and the wildlife. To survive this night, you slowly taught yourself to be one with the dark, and embraced the agility you would need to become a true Duskbringer.
As a duskbringer you served as your tribe's eye. You went out into the night sky and you scoured the territory for disturbances, and dealt with them accordingly. You were the first line of defense, and every night you went out knowing your tribe members slept soundly because of your watch.
Ability Score Increase. Your Dexterity score increases by 1.
Darkvision. 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.
Shrouded. You have proficiency in the Stealth skill. Creatures have disadvantage on Perception checks to see or hear you while you are gliding in dim light or darkness.
Cragspeaker
On the day of your eighth birthday, you were chained to the top of a high cliff for two weeks to face the Rite of Rooted Feathers. The only way to survive the trial is to be heard, either by the earth itself, or the gods you are prostrating beneath. Being heard, the animals that dwell about the cliffs come to your aid, and deliver to you the food and water you need to survive the trial.
As a cragspeaker, you trained to lead the people of your tribe in council with the other speakers. You used your attunement to the world around you to communicate with other tribes and ensure the people of your own tribe flourish.
Ability Score Increase. Your Wisdom score increases by 1.
Innate Spellcasting. You can cast animal friendship an unlimited number of times with this trait, but you can target only birds with it. Starting at 3rd level, you can also cast beast sense with this trait. Once you cast it, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Speech of the Sky. You have the ability to communicate in a limited manner with birds. They can understand the meaning of your words, though you have no special ability to understand them in return.
Musopii
so large as to contain all of their wanderlust. Having lived amongst them as a child, before the walls came up, I can personally attest to their wonderful appreciation of life. I watched generations of them rise and wither away, and just about all of them passed very content with their lives.
It captured my imagination: their awareness of their history, and their willingness to take from and adapt to, and learn from it. What could we of such long life achieve if we merely adopted their mindset?
—Arslan Faeyanor, Of Musopii and Men
Stories are the lifeblood of Musopii culture. They have taken to collecting and sharing the stories and histories of the world around them, both to pass this information on to their children, and because of a deep appreciation of the world in which they live. Their innate curiosity and optimism leads often them to both modest lives in big cities, wherein they mingle with other races and collect and share their stories. A select few find themselves with a deep sense of wanderlust, and thrust themselves out into the world to make their own stories to tell.
Short Lives and Strong Families
Much of the musopii's cultural love of stories comes from their short lifespans. Storytelling has become a way for them to live on throughout the generations, and a way to teach their kids about the comparatively massive world around them. The result is large, tight-knit family bonds and an incredibly open approach to experiencing life.
The small, flexible bodies of the musopii, combined with their comfort around one another leads to large amounts of musopii being able to live in a relatively small amount of space. A single human-sized home could reasonably house twenty musopii comfortably.
Carefree Curiosity
Curiosity is the constant of the musopii culture. Under every rock lies an interesting tale, and every person is a portal towards new experience. However, constantly wanting to know more about the lives of others and the histories of things often leads individual musopii to conflict. That could mean they decided to pry a little to deep into their neighbor's personal life, or it could mean they decided to wander a little to deep into a newly discovered dungeon.
Musopii Names
A musopii has a given name, and a family name. Due to their large families and casual relationships, their given names are traditionally short and simple, but their love of tales from all cultures means it is not uncommon for musopii to have names traditionally given to other races.
Male Names: Arel, Allie, Bolo, Benjie, Caps, Dar, Devie,
Ernie, Fern, Frisk, Flake, Hedwig, King, Kit, Lenny, Robbie,
Snips, Quark, Stamps, Tek, Tevvy, Tulley, Wihn, Whisk
Female Names: Ai, Allie, Arali, Berry, Debs, Ellie, Fara, Fia,
Fiel, Gabbie, Jess, Iyla, Lara, Levi, Mai, Pollie, Sal, Tael, Tess, Ulie, Vael, Vai, Zell
Family Names: Aver, Bale, Basskin, Boomhowl, Coggs,
Cottonmouth, Meeks, Joru, Splinterpaw, Stonespine,
Sugarglide, Traveler, Visken
Overwhelmingly Hospitable
Ever-interested and wildly optimistic, the musopii tend to enjoy the company of anyone not openly hostile towards them, though the opposite is not necessarily true.
Dwarves. "Dwarves really understand how important family is, and they know how to appreciate a good tale. But honestly, they should be a little more willing to share what they've learned!."
Elves. "My great-great-grandfather was friends with an elf, and she says her family still considers her a child! I'd love to experience the world from the long-lived eyes of an elf."
Humans. "These guys know how to have a good thrill, and aren't shy about telling the world afterwards. Though sometimes they expect a bit much in return for their tales."
Musopii Traits
Their stature and mostly mousey bodies grant musopii a slew of shared abilities.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Musopii are short-lived compared to other races, reaching adulthood around age 4. They age noticeably faster than other races and rarely live longer than 35 years.
Alignment. Musopii tend to be good-hearted, leaning towards neutral good, however a history of being taken advantage of has made them just as likely to fend for themselves.
Size. Musopii stand at about 2 to 2 1/2 tall while on two legs, and weigh around 25 pounds. Your size is small.
Speed. Your base walking speed is 25 feet. You have a climbing speed of 20 feet.
Darkvision. Accustomed to living under the night sky, 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.
Skitter. When both of your hands are free, you can run on all fours, increasing your base walking and climbing speeds by 10 feet.
Cheek Pouches. You can store up to 1 cubic foot of items weighing up to 15 pounds in total in your cheek pouches. As a bonus action, you can transfer a single object between hand and cheek or disgorge the entire contents of your pouch onto the ground within 5 feet of them.
Squirm. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Murin. The Murin language is a very precious thing to the musopii, since so much of their culture is based around writing, reciting, and telling stories to their families. Almost all musopii speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Family. Defined by how they collect their stories, there are three main families of musopii: pageleaf, glimmerpaw and braveheart. Choose one of these families.
Pageleaf
Pageleaf musopii tend to be lighter in color than their cousins, partially due to their proclivity to spend large amounts of time indoors, studying the stories of the longer-lived or cultivating their minds to better understand their place amongst their surroundings. They tend to be the most well accepted within cities and towns, as they are seen as less mischievous than their counterparts.
Ability Score Increase. Your choice of your Intelligence or Wisdom score increases by 1.
Skill Proficiency. You gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, or Religion.
Bookish. Whenever you finish reading a body of text, you can memorize it, gaining the ability to perfectly recount its contents. You can only have one text memorized at a time. You cannot cast, prepare, or copy spells from memory alone.
Active Research. You can take the Search action as a bonus action.
Extra Language. You can speak, read, and write one extra language of your choice.
Glimmerpaw
Glimmerpaw musopii are well known for their large ears and fuzzy feet, making them appear cute to many. What most don't know is that those fuzzy feet make their movements naturally silent. While they are the most sociable of the musopii, their true calling is for their subterfuge. They collect stories by using their wiles, whether that be through rumors, cunning, or by finding places where they can hear things they shouldn't.
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Selective Hearing. Whenever you make an Wisdom (Perception) check related to eavesdropping, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Braveheart
Braveheart musopii are standout amongst their peers. Members of this family are boisterous and filled with bravado. They choose to carve their own tales of glory rather than sit by and listen those of others'. They are natural born adventurers that seek out danger wherever it may be, and have an uncanny ability for coming back alive to tell the tale.
Ability Score Increase. Your Constitution score increases by 1.
Brave. You have advantage on saving throws against being frightened.
Mousketeering. When you move through a creature's space, it has disadvantage on opportunity attacks against you until the end of the current turn.
Nosiree
Nosiree are stout, bulky humanoids with bat-like features. Their arms and legs are built like tree trunks.
Nosiree Traits
The nosiree gain abilities from their bat-like origins and their
Ability Score Improvement. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Nosiree mature by age 16, but rarely live longer than a century. They live long enough to master their craft and pass on their knowledge.
Alignment. Nosiree trend towards good aligned, as much of their work and life goals are about bring new utility and ease to their fellows. Regardless of alignment, nosiree pour their heart and soul into their craft, though the methods they use may be influenced by whether or not they are chaotic, lawful, or neither.
Size. Nosiree stand between 3 and a half and 4 and a half feet tall. Your size is Medium.
Speed. Your base walking speed is 25.
Darkvision. Your eyes are accustomed to the darkness of caverns and the night sky. 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.
Stability. You have a climb speed of 25 feet and can move along vertical surfaces and ceilings while leaving your hands free. You do not suffer any penalties from staying upside down for long periods of time. While climbing this way, being unconscious does not cause you to fall.
Expert. You have proficiency with a set of artisan's tools of your choice.
Echolocation. You can use your action to let out a supersonic screech, audible to only to other creatures with this trait. Until the end of your turn, you have blindsight up to 30 feet away, as long as you are not deafened.
Expensive Tastes. Whenever you make an Intelligence (Investigation) check related to discerning the rough value of a gem, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You can bite into a gem with a value of at least 10gp and drain it of its luster, turning it to dust. Doing so provides enough nourishment to sustain you for the next 7 days.
Luster Sense. You can cast locate object with this trait, using Intelligence as your spellcasting ability for it. When you use this version of locate object, you can only attempt to locate gems, jewelery, and similar objects. Once you cast this spell, you can't cast it again with this trait until you finish a short or long rest.
Languages. You can speak, read, and write Common and Undercommon. Underground cities of the nosiree often come into contact with the denizens of the underdark, so undercommon is well known.
Gharro
gharro. These people are as unwavering in their convictions as they are behemothian in stature. Others oft squabble over the results of politics and management, but the gharro I see around me each day understand their laws to the letter and are quick to follow them, regardless of personal opinion. Orderliness is key in the lands of the Gharro.
The driving force of gharro society however, is trust. The word of a gharro is binding, and any caught going back on their word within the walls of a gharro city will be met with a swift and unrelenting punishment. Similarly, the biggest insult you can levy against a gharro is to devalue their word.
—Cassious Gemspark, The Fabric of Society
Because rhino people
- Horn Jewelry
- lawful, civilized, very monk-y
Gharro Traits
Their large stature, leathery skin, and powerful rhino horns of the loyal gharro are granted these innate abilities.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Gharro are long-lived people, which some say is owed to their rigorous lifestyle. They reach maturity by age 25, but are not considered adults until they are 50 years old, and usually live to be around 350 years old.
Alignment. Gharro are deeply ingrained within their societies, which values trust and loyalty above all else. This is why Gharro tend to be fairly isolationist, however they are encouraged to lend assistance to others when it wouldn't go against the grain. Gharro tend to be lawful good.
Size. Gharro are imposing figures, standing at around 7 to 8 feet tall, although some can become even taller. Your size is medium.
Speed. Your base walking speed is 40.
Horn. You have one or two horns growing from your face, that are natural melee weapons, with which you are proficient. When you hit with them, the target takes piercing damage equal to 1d8 + your Strength modifier.
Charge. If you move at least 20 feet in a straight line immediately before hitting a target with your horn, you can force the target of the attack to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, you can push the target up to 10 feet away from you.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Armor. You have tough, leathery skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Loyalty. You cannot be forced to attack a creature you would normally consider an ally.
Languages. You can speak, read, and write Common and Giant.
Pangolian
Pangolian Traits
You are
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Pangolians reach maturity by age 16, and usually live up to 120 years.
Alignment. When given the opportunity, a pangolian will generally lend a helping hand unless they are given a reason not to, but their culture emphasizes romanticisms, meaning they can ignore certain rules if it would lead to good theatrics. Therefore, they tend towards neutral good.
Size. Pangolians tend to grow to be around 5 feet tall, but are fairly wide to accommodate their scaling. They tend to be weigh around 180lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Plating. Your plates provides ample protection, giving you a base AC of 16 while you aren't wearing armor (your Dexterity modifier doesn't affect this number). You can use your plating to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your plating.
Ball Curl. You can roll into a ball as an action. Until you unroll, attack rolls against you have disadvantage, and you are immune to becoming prone. While you're curled into a ball, the only actions you can take are an action to roll up to your speed in a straight line or a bonus action to unroll from your ball. If you go down a slope at any point during movement while curled, your speed doubles until the end of your turn.
Reactive Defense. When you are targeted by an attack, you can use your reaction to curl into a ball as per your Ball Curl trait, possibly causing that attack to miss. Once you use this trait, you can't do so again until you finish a long rest.
Strong Tail. You have a strong tail which is about 5 feet long, and it allows you to grab onto small or larger objects and hold on to them, allowing you to hang from branches and drag things such as barrels or unconscious creatures behind you. The tail is too large to handle fragile objects or objects that require any fine manipulation.
Theatrics. You have proficiency in the Performance skill.
Languages. You can speak, read, and write Common and Terran.
Ranno
Arg, You be Monk Frog, Geninja or some shit
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Ranno spend the majority of their juvenile life in water, unable to breathe air. They develop the ability when they reach maturity by their thirteenth year.
Alignment. Ranno are unlikely to place themselves too deeply in the conflicts of others, preferring instead to take a more cautious approach, trending towards a neutral alignment, though wandering ranno can reasonably be of any alignment.
Size. Ranno grow to be no more than 5 feet tall, and are relatively light, weighing around 90lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Standing Leap. Your long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Sticky Tongue. You have a long, adhesive tongue, which you can use as a natural weapon, and to make unarmed strikes. This weapon has a reach of 10 feet, and you can use Strength or Dexterity for the attack rolls of this natural weapon. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier (your choice).
You can use your tongue to grab and hold items within reach with the same speed and precision as your hands, but you can't use it to wield weapons or shields. Additionally, you can use your tongue to grapple or shove targets in place of your hands. When you successfully grapple a creature with your tongue, you move to the nearest unoccupied space within 5 feet of them, and must remain within 5 feet of them to maintain the grapple.
Pond's Stillness. Ranno training has ingrained your being with an unwavering calm. Creatures have disadvantage on Insight checks made against you to determine your motives, and you have advantage on saving throws against any effect that would determine information about you, such as detect thoughts and scrying.
Patience of the Archer Fish. You gain proficiency with the Stealth skill.
Jesus Frog
Walk on Water Feat, plus some other shit I guess
Tung-Fu
Khalavesp
U. R. Wasp
Ability Score Increase. Your Strength score increases by 2, and you Dexterity score increases by 1.
Age. Vak'Strikia start their life as larvae, and reach maturity as soon as they break out of their pupa, at 2 years old.
Alignment. Strikia are aggressive marauders and value their plunder above most lives, sometimes including their own. They are most often chaotic evil.
Size. Strikia stand at around 3 to 4 feet tall, however their thorax and multiple legs makes them longer than normal. Your size is Small.
Speed. Your base walking speed is 25 feet.
Jousting Wings. You have two pairs insectoid wings; they can't support you for long, but aid you in harrying your foes. As a bonus action, you can begin fluttering your wings. Until the end of the turn, you gain a 30 foot flying speed.
As a part of this bonus action, you can fly up to your flying speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Insectoid Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You do not suffer disadvantage on attack rolls made with heavy weapons due to your small size.
Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
When you hit with your stinger, you can cause it to deal additional poison damage equal to 1d6 + your level. Once you use this trait this way, you can't use it again until you finish a short rest.
Swarm Mentality. While you are within 10 feet of at least two allied creatures and make an Intimidation check, you are considered proficient in the Intimidation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Mangani [temp?]
Ability Score Increase. Your Wisdom score increases by 2. Your choice of your Strength or Dexterity modifier increases by 1.
Age. Mangani have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Alignment. Mangani keep to themselves, and look out for their own primarily. They tend to be neutral.
Size. Mangani sizes can range wildly, from 4 feet tall to 8 feet all. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a climb speed of 30 feet.
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mistwalker. You can attempt to hide even when you are only lightly obscured by heavy rain, falling snow, mist, and similar natural phenomena. Your vision is not obscured by these kinds of effects.
Elusive. You have proficiency in the Stealth skill. Additionally, you can use your bonus action to create a lightly obscuring fog in a 20-foot radius around you, which lasts until the start of your next turn.
Unnerving Calm. You have advantage on saving throws against being charmed or frightened.
Strong Arms. Your unarmed strikes deal 1d6 bludgeoning damage on a hit, instead of 1.
Dr.Katz
You are a cat.
Ability Score Changes. Your Strength score is reduced by 4 (minimum of 3). Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Size. You are Tiny. Your type is Beast.
Age. You live to at most 20.
Speed. Your base walking speed is 40 feet. You have a climb speed of 30 feet.
Feline Form. You are quadrupedal, and have no hands. You can hold small objects between your paws and carry objects in your mouth. You move at half speed while carrying an object in your paws. Armor has to be specially made for you, but the cost of the armor is the same. You can wield only weapons with the light and finesse properties, and you must use your mouth to do so.
Darkvision. 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.
Feline Grace. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage. Your long jump is up to 15 feet and your high jump is up to 7 feet, with or without a running start.
Nimble. You are proficient in the Stealth skill. You can move through the space of any creature that is of a size larger than yours.
Natural Weapons. Your claws and fangs are are natural weapons you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These weapons have the finesse property.
Nine Lives. Whenever you would be killed as a result of failing death saving throws, you can instead regain 1 hit point. Once you use this feature, you can't use it again until you finish a long rest. Once you use this feature eight times, you lose it forever.
Arcanocat. You know the mage hand cantrip. You can cast mage armor at-will on yourself.
Dreamwalker. While touching a sleeping creature for 1 minute, you can cast dream on them. When you cast dream this way, it does not deal damage. Once you use this feature, you can't use it again until you finish a long rest.
Credits
A huge thanks to everyone in the Discord of Many Things for their invaluable feedback.
Detect Balance Scores
If you use the Detect Balance Homebrew Race Guide, here are my integer point values for the above races, for convenience. Some features here are fairly difficult to find a reference point for, so these point values may vary depending on how you rate certain features.
Musopii (16):
Pageleaf: 27
Glimmerpaw: 26
Braveheart: 26
Falkreeth (17):
Skytaker: 26
Duskbringer: 28
Cragspeaker: 27
Nosiree (29)
Gharro (28)
FIX DB SCORE: Pangolian (27)