Charr
THE CHARR RACE WAS FORGED IN THE MERCILESS crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward. The weakling and the fool have no place among the charr. Victory is all that matters, and it must be achieved by any means and at any cost.
Savage Origins
The charr were one of the modern races to spread out from their original homeland. Beginning somewhere east of the Blazeridge Mountains, the charr began as a disorganized group of warbands fighting among each other for dominance of territory.
Eventually, one charr stood above the rest and claimed the title of Khan-Ur, uniting the race in the charr's first, and so far only, true golden age. Though still primitive, the charr spread into other territories, taking land from many other races.
Children of War
The charr are a military culture and their society, technology and relationships are very much focused on supporting war. Society is built around military units which charr become a part of from childhood.
Non-military tasks, such as farming and trade, can be left to the young, retired, and injured. But no matter a charr's vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a charr becoming a gladium, or in a worse case, the charr's name being stricken from the race's history.
Bonds over Blood
As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legions. The fahrar is the cubs' first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision. The cubs are taught to unify and define their own social structure and the warband shares a root name which they incorporate into their surname.
While ancestry is known and acknowledged, the parents have little to do with the raising of the cub, and as such warbands are viewed as a charr's family and the bonds of loyalty and kinship formed between them are stronger than those of other races' families. Though some charr leave, change, or lose their warbands, these strong bonds usually leave a deep impact on the charr; charr changing warband must change their name and fit in quickly if they are to survive. However, charr have been known to choose the fate of becoming a gladium rather than risk losing those bonds again.
Charr Names
Charr first names often have names based off of their culture. Along with this male names are also sharp sounding with the consonants whereas female names are smoother; both genders often start with a sharp consonant though, but this is just generally and exceptions to this do exist.
Charr surnames consist of two words put together, one of which (either suffix or prefix) denoting the warband of the individual. Charr individuals generally get to pick variations of their surnames within the forming of their first warband which express their personality, ideals or history, though some limitations may apply.
Male Names: Bangar, Bhuer, Clawspur, Dinky, Evon,
Gaheron, Gron, Maverick, Rytlock, Smodur, Snarl, Tybalt
Female Names: Aelius, Almorra, Bathea, Dahala, Elexus,
Euryale, Galina, Kalla, Malice, Reeva, Torga
Last Names: Balefire (Fire), Boommaker (Boom), Fierceshot
(Shot), Brimstone (Stone), Gravepelt (Pelt), Rustcloud
(Rust), Swordshadow (Shadow)
Racial Traits
You share the following traits with all Charr.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Charr mature at about the same rate as humans and live about as long
Alignment. The charr legions follow a militaristic doctrine, yet the cause they fight for is irrelevant, as such charr are typically lawful neutral.
Size. Charr are significantly taller than the average human, but their hunched posture leaves them only slightly taller than humans and weigh significantly more. Your size is medium.
Speed. Your base walking speed is 30 feet.
Lope. You can drop on all fours to increases your walking speed by 10 feet, you cannot hold anything in your hands while doing so, however.
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.
Languages. You can speak, read, and write Common and Charr.
Legion. Each charr is born into and trained by one of the legions. The iron legion, the ash legion, and the blood legion. There is a forth legion of radical demoniacs they are however not a part of the legions.
Iron Legion
Raised from birth as a to be coated in soot in the name of the iron legion
Modern Marksman. You gain proficiency in a single firearm of your choice.
Legion Engineer. You gain expertise in one artisan's tool of your choice. In addition you are considered proficient in any skill check directly relating to military fortifications and weapons of war.
Architect's Eye. You gain advantage on Intelligence (Investigation) and (Wisdom) Perception checks to look for secret doors and traps.
Ash Legion
Raised from birth to be an agent of the shadowy Ash legion you are well versed in stealth and questionable information gathering.
Shadowwalker. You gain proficiency with the Stealth skill. At 3rd level, you can cast the invisibility spell once per day.
Shadow Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest
| Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Charr | 6'9" | +2d6 | 280 lbs. | x1d6 |
Guns? What are those?
Not all games have firearms. If you want to play as a Charr but aren't in a game with firearms, then replace the Iron legion's modern marksman proficiency with Light Crossbows, Heavy Crossbows, and Hand Crossbows.
Blood Legion
Raised from birth in the art of war in the Blood legion, you've been trained in the art of battle.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Trained for War. You add your Intelligence modifier (minimum 0) to your Initiative modifier in addition to Dexterity.
Armor Training. You ignore the strength requirement and stealth disadvantage of any armour for which you are proficent.
Flame Legion
Raised by the heretic Charr faction that seeks to plunge the world into flame you know that it is as dangerous as it is useful.
Pact Bound. Your Charisma score increases by 1 but your Intelligence score does not.
Pyrophile. You know the fire bolt cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day. Once you reach 5th level, you can also cast the scorching ray spell once per day. Charisma is your spellcasting ability for these spells.
Inured to the Flame. You gain resistance to fire damage.