Sharakim

by Gannoh2

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Sharakim

The sharakim are a relatively young race eager to make their mark on the world. They strongly resemble orcs and can have children with them, but whereas many orc societies place a premium on practical skills in a dangerous world, like hunting and the art of war, the sharakim almost universally have a strong intellectual bent. They typically prize the arts, scholarly learning, and an orderly society.

At a young age and based on their talents, sharakim are divided into one of five guilds that determines their role in the community. Changing guilds is possible, but very rare.

Councilors work as bureaucrats and political leaders.

Cultured develop and perform music, poetry, theater, and the like.

Lore Finders are tasked with exploring the world and bringing back new knowledge.

Lore Guards are charged with the defense of sharakim communities.

Makers serve as artisans, artists, and engineers.

The sharakim are not sure of their race's origins, despite having spent much time trying to research it.

Ability Score Increase

Increase your Intelligence by 2.

Age

Sharakim reach adulthood in their late teens and live less than a century.

Alignment

Sharakim love making and following rules. They are also generally kind, generous, and optimistic. Their most common alignment is lawful good.

Size

Sharakim are usually around 6 feet tall and weigh between 190 and 230 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Art Credit: Eric Polak

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.

Liberal Arts

Sharakim receive a broad education. Whenever you make an Intelligence (Arcana), (History), (Nature), or (Religion) check, you get a bonus equal to half your proficiency bonus (rounded down).

Languages

You can speak, read, and write Common and two extra languages of your choice. Sharakim often choose one language that is commonly spoken and another purely for enjoyment.

Guilds

If you gain proficiency in a tool or skill because of your guild that your background also gives you proficiency in, you get a bonus to checks with that tool or skill equal to half your proficiency bonus (rounded down). This doesn't stack with abilities that let you add twice your proficiency bonus.

Councilor

Increase your Wisdom by 1.

Excellent Penmanship. You have proficiency in calligrapher's supplies.

People Person. You gain proficiency in Persuasion and Insight.

Cultured

Increase your Charisma by 1.

Thespian. You gain proficiency in Performance, disguise kits, and a musical instrument of your choice. You also know the Minor Illusion and Prestidigitation cantrips. Charisma is your spellcasting ability for them.

Lore Finder

Increase your Constitution by 1.

Discoverer. You gain proficiency in Investigation and Perception.

Explorer. You gain proficiency in either cartographer's tools, navigator's tools, or vehicles (land or water).

Lore Guard

Increase your Strength by 1.

Calm Combatant. You have advantage on saving throws against the charmed and frightened conditions.

Trained for Battle. You gain proficiency with one martial weapon of your choice.

Maker

Increase your Dexterity by 1.

Crafting Caster. You know the Light, Mage Hand, and Mending cantrips. Intelligence is your spellcasting ability for them.

Master Crafter. You gain proficiency with one type of artisan's tools, and when you make a check using it, roll a d4 and add the number rolled to the result.

 

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