Ikran
A homebrew race for D&D 5e
Magical Origins
Ikrans are beings created from bundled magic found in forests and woodland regions. They grow from within trees and burst out when ready. They live in small groups that act as a family, as they are all born of the same magical energy and forest.
Ikran Traits
As an Ikran, you gain the following class features
- Ability Score Increase: Your Constitution score increases by 1.
- Age: Ikrans are adults from the moment they are ‘born’. They do not age but instead the magical energy that gave them life slowly seeps out until they are too weak to keep going, at that point the Ikran returns to its place of birth and becomes one with the lands. This process takes between 100 and 140 years depending on the strength of the magic.
- Alignment: Ikrans hold community and duty to the land very high. They lean towards being Lawful. Some ikrans are born without a community. When this happens the ikran becomes more in tune with their wild nature and tends more towards Chaotic.
- Size: Ikans are between 6 and 8 feet tall. They have slender arms and legs with a lean body covered in fauna, bark, and bones. Your size is medium.
- Speed: Your base walking speed is 30ft.
- Eyeless Skull: Ikrans don’t have eyes, you are blind. Instead you have blindsight for 30ft. Past this range your senses blur significantly so that it can be tricky to distinguish specifics. You can still attack from a distance greater than 30ft but can never gain advantage on the attack roll. If the range is past 60ft you have disadvantage on the attack roll.
- Magically Sustained: The spell ‘Dispel Magic’ and magical effects similar to it cannot take away the natural magic keeping you alive.
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- Woodland Sanctuary: Thanks to your origin you gain proficiency in either the Animal Handling or Nature skill.
- Languages: You can speak Common and Sylvan. Ikrans have a special written language based on feeling the letters with their hands. This is similar to Sylvan in terms of grammar but is a unique language to the Ikrans.
- Subraces: Ikrans can be born with one of three skulls that acts as its head. These varieties go beyond just aesthetic, as the different subraces each have their own place within the family they are in.
Deer Ikran
Ikran born with the skull of a deer are known to be the leaders of these communities. They are the sages and elders, wise and decisive.
- Ability Score Increase: Your Wisdom score increases by 2.
- Knowing Sage: You know how to read the stars and signs and guide your community. When you or an ally fails a saving throw or ability score, you can use your reaction to add your Wisdom modifier (min of 1) to the roll, potentially turning it into a success. If the roll still fails, you regain the ability to use this trait. You can use this trait once per short or long rest.
- Natural Healing: You gain proficiency in the Herbalism Kit. Additionally, when you heal someone who is downed, they heal extra hit points equal to your Wisdom modifier (min of 1).
Wolf Ikran
Ikran born with the skull of a wolf are known to be the warriors within these communities. They are the hunters and the fighters, strong and protective.
- Ability Score Increase: Your Strength score increases by 2.
- Deafening Howl: As an action you can let out a mighty roar. It deals damage in a 5ft area around you. When you use your howl, all creatures in the area must make a Constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 force damage and is deafened for 1 minute on a failed save, and half as much damage without additional effect on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your howl, you cannot use it again until you complete a short or long rest.
Crow Ikran
Ikran born with the skull of a (enlarged) crow are known as the crafters of these communities. They are the artisans and makers, Inventive and cunning.
- Ability Score Increase: Your Intelligence score increases by 2.
- Cunning Craftsman: You gain proficiency with one set of tools of your choice. Additionally, if you have access to trees or other larger depositories of flora, you can create any set of tools you are proficient with when you take a short or long rest. These tools wither after 24 hours.
- Guiding Forest: You know the ‘Druidcraft’ cantrip. Intelligence is your spellcasting modifier for this.