Basitin (5e Race)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race heavily deters from spellcasting options due to faithful adherence to its source lore.

Basitin[edit]

Physical Description[edit]

Keith_Keiser_profile.png
Basitin Keith Keiser by Thomas Fischbach

Basitin are an anthropomorphic race that resemble humanoid animal species consisting of feline and lagomorph characteristics. Basically, they are short, furry, bipedal mammals. They usually have shades of taupe fur and large ears, as well as prehensile furry paws. Thanks to a highly specialized immune system, basitin are able to withstand many poisons and diseases. However, their bodies are known to have an aversion to magic. Trying to cast it forcefully can sometimes result in brain damage for them.

History[edit]

The basitin are a race of warriors living on the Basidian islands. Despite their innate drive towards the way of the warrior, they have been relatively peaceful with other races and nations throughout their history, only attacking when attacked. However, this is because their race was split long ago into the Eastern cities and Western tribes. Within the basitin, these two groups have been locked in an extended conflict for as long as any can remember. It is rumored that the prolonging of the conflict is intentional, as it drives the glee of many of the officials in power. Just for the sake of keeping up this infighting, no side will ever act to deliver the coup du grace on the other. As such, the islands remain divided to this day.

Society[edit]

The basitin are divided into two groups: one is the Eastern Kingdom, ruled by a king, and the other is the Western Tribes.

Eastern Rigidity[edit]

Those in the east are highly disciplined and rigid, but even-tempered.

Government

The Eastern Kingdom is ruled by one titled as the king, be it male or female. Three generals rule under the king and are afforded a significant amount of power under their political system. They are the General of Arms, the General of Intelligence and the Master General. The General of Arms is the most capable basitin physically, whereas the General of Intelligence is the master of experience and scholarship. The Master General acts as the bridge between the two, holding strategic liaisons with them on a first-among-equals basis.

Community

All basitin participate in strict military exercise regimens. This training is resolute to fair use of power for all basitin. Military service is mandatory, and civilians are thus nonexistent. As all eastern basitin are genetically predisposed to be loyal to a fault, there is little need to enforce discipline and all orders are acted upon without question. When a soldier becomes injured, they remain behind the front lines as doctors. However, other than setting bones and applying bandages, basitin doctors can do little else due to a lack of development in medicine. They are given power to, however, end the lives of crippled soldiers honorably. These doctors wear blindfolds because it is forbidden to know the identity of a patient.
The eastern basitin have no particular prejudices against other races, provided they follow the basitin codes of conduct during their stay on the isles. Dying in battle is heralded as honorable, as well as opting to end ones own life rather than live crippled. As gold is scarce on the isles, human currency is highly valued and the exchange rate is high. As a result of their rigid adherence to their laws, bureaucracy, and even social expectations, the basitin way of life is stagnating and being halted by a hesitation-to-outright refusal to change in order to adapt to the world changing at large.
Genders are separated and live in different districts of the cities in the east. Basitin have a week set aside a year for reproduction. Besides that period, sex is against the law for the rest of the year. They are very strict and particular about dress and codes of conduct in the public and private spheres. The feet, ankles, the base of the tail and between the legs are what we consider nudity here. It is assumed that the general chest area, as well as the limbs, are commonly expected to also be covered. Public displays of affection, such as embraces, are also considered taboo.

Western Mystique[edit]

Compared to the east, the west basitin are less known and documented. They live in tribes and are much more wild and reclusive, rarely interacting with outsiders. Unlike their eastern counterparts, they lack the unwavering loyalty in their genes, and so are more free. This is also shown in their liberal form of dress, which is more colorful and shows off tribal tattoos on their bodies.

Basitin Names[edit]

Basitin names are common and coincide with human nomenclature.

Male: Keith, Cornelius, Lynn

Female: Cathleen, Madelyn, Adelaide

Basitin Traits[edit]

Anthropomorphic cat-rabbit beings
Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 2.
Age. Basitin mature at 16 and are seen to live as old as 60 years.
Alignment. They tend to be lawful due to loyalty, or chaotic.
Size. They stand at a height comparable with humans. 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.
Wide Ears. You have advantage on Wisdom (Perception) checks using your sense of hearing.
Immunity. You are immune to diseases and the poisoned condition. You are also resistant to poison damage.
Warriors. You are proficient in two weapons of your choice. Additionally, you are proficient in the Athletics skill.
Magic Aversion. When you cast a spell of 1st-level or higher, you must make a Wisdom saving throw against a DC equal to 8 + the spell level. On success, nothing happens. On a a failed save, you are struck with short term madness.
Languages. You can speak, read, and write in Common.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d8 120 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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