Azmari Lion (5e Race)
From D&D Wiki
Azmari Lions[edit]
“ | Look over there, don't you see something peeking over Frost Hills?" | ” |
—The last words of Ker'Nen, a Seerkin Elder right before the Ice Scare |
Physical Description[edit]
By finnicky dragon |
Azmari are durable despite being somewhat lithe. They resemble bipedal, humanoid felines with particularly long, maned necks like that of the venetian lion. A male stands between 6' 2" and 6' 8”, weighing between 230 and 290 lbs when they reach adulthood. A female usually stands between 6' and 6' 8" weighing in between 200 and 240 lbs. They have hard wiry muscles for making quick movements when hunting to catch and kill prey, as well as a range of colors of furs covering their bodies. Their pelts range from most being dirty blonde, to light brown, and white. Their manes are full of particularly curly hairs. By nature, all azmari are hunters, but some of them go on to hunt monsters as well as food, whereas others go on to become clerics or scholars. Their tails are thick and ropey, ending with a tuft of fur.
History[edit]
The azmari people are from a race of intelligent humanoid lions that used to roam the northern edges of civilization many years ago, living among frigid terrains like the Spine and the cold mountains. The people of the azmari race were then thrown out of their home, by an event they called the Ice Scare. Creatures of frost, hidden within a deadly avalanche, thundered down upon their home and ransacked it to the ground. All survivors fled, for the invaders did not leave any stragglers alive. They left their home and took root near a small village by a tear in the Prime Plane to the Feywilds, which was occupied by elves. They gradually intermingled their culture with that of the small elven village, and have since spread out to many other villages within the Feywilds, not remaining within Prime all the time. Many wonder still what forced that calamity to have befallen their former home.
Society[edit]
When in an azmari tribe or village, one would usually be a bit chilly since they are usually located in cold places, like in the tundras or mountains. Foreign races in azmari territory will often be watched closely due to a lack of trust in outsiders, especially tieflings, drows, and humans. This sentiment is thought to stem from the fact that the azmari to this day are wary of what forces exactly caused calamity to befall their race ages ago. It could be anyone outside, and so they remain suspicious. However, they do tend to warm up to halflings and dwarves the easiest. Once you have proven you are trustworthy, azmari will trust you with their life. But if you break that trust, you will never get it back.
Integrity is the most important trait of an azmari. Azmari duel with their tails to climb the caste system of their societies. These duels hold their virtue of advancing in life with even the seemingly most useless part of themselves. The huntsmen and seerkin subraces comprise the two halves of their society. Elders of both are generally at the top, for their knowledge and experience. Those who pass down the traditions of old or created new paths for the future are especially revered and publicly favored. Elders are followed by seerkin leaders who endeavor to find the best path the azmari people can take to shape their future. Huntsmen leaders stand next to their seerkin brethren, often acting as guards to threats against that future.
Azmari Names[edit]
Most male names start with a hard single syllable followed by any variety of exotic sounding names. Females names usually start with softer sounding syllables followed by an exotic sounding name. Most full names are kept under five syllables, and it is unheard of for an azmari name to be longer than five syllables.
Male: Ahk' Inu, Ahk' Ritza, Ker' Octal, Ker' Zerriah, Tal' Kor, Tal' Rin, Zed' Isah, Zed' Lizun
Female: Del' Misan, Del' Tika, Ker' Isca, Ker' Milan, Sri' Maji, Sri' Tria, Yis' Anu, Yis' Zjitah
Azmari Traits[edit]
A proud race of hunters and seers that live in the coldest regions of the world, where many others don't even dare to tread.
Ability Score Increase. Your Constitution score increases by 1.
Age. Azmari consider themselves adults at age 16. They live about 80 years on average, but some have lived as long as 120 years.
Alignment. Azmari value integrity above all things, tending towards good. Azmari have a strong disposition towards law due to their traditions, but when push comes to shove they will likely follow their heart in a given situation.
Size. Azmari stand between 6 and 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Cold Repellant. Your race has long lived and adapted to cold climate. You are unaffected by the effects of Extreme Cold, as per the hazard listed in the DMG, pages 101-150.
Beastly. Your creature type is beast and humanoid.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Azmari lions can be separated into two groups: Huntsmen and Seerkin.
Huntsmen[edit]
The brawnier side of the leonine race, they protect the societies in a militaristic manner.
Ability Score Increase. Your Strength score increases by 2.
Azmari Claws. Your claws, used in the sacred duels to gain rank in the caste system into which you are born, are natural weapons for 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.
Tracker. You are a skilled survivor in tough situations and your prey never escapes. You are proficient in the Survival and Stealth skill.
Warrior Training. Growing up, you were trained to specialize in combat and you probably were better at some weapons than others. You are proficient in one weapon of your choice.
Seerkin[edit]
Seerkin possess insight and wisdom to guide their people.
Ability Score Increase. Your Wisdom score increases by 2.
Cleanse. You have an innate sense that allows you to detect dangers in your environment. You know the detect poison and disease spell and can cast it at will once. You regain use of this trait after you finish a long rest.
Shaman. You are a keeper of lore and friend of the natural world. You are proficient in the History and Nature skills.
Inner Focus. When you focus hard, you can amplify your perceptive abilities by concentrating on the flow of energy around you. When you make a Wisdom (Perception) check, you may roll with advantage. You must finish a short or long rest before using this trait again.
Random Height and Weight[edit]
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
5′ 10″ | +1d10 | 200 lb. | 1d6 × 1d10 lb. |
Back to Main Page → 5e Homebrew → Races