Durahn (5e Race)

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Durahn[edit]

Like bees creating a beehive or ants creating an anthill we're all moving along creating something and we're not sure what it is.
—Joe Rogan


Covered by the shapes of nature and with an innate need to commune with the environment, durahn are a social kind of insectlike humanoids who see the importance in discussions and reflections about the cosmos, the divine and the supernatural. Deep-rooted defenders of the fauna and flora, durahn rarely go on long journeys preferring to establish in one place. They are openminded and desire new knowledge and insights, but are also meticulous when it comes to their studies.

Exiguous and Contemplative[edit]

Insert image here.
Describe it here.

Durahn are easily spotted through the crowd due to their unique physiology resembling those of the insects. Their most important feature is their vibrant and colorful carapaces that are usually shades of yellow, ranging from bright green to light orange and sometimes shades of copper. Durahn's hair and pupils are both shinny and have dark tones, opal black, dark grays, and oxford blue are typical. They have no facial nor body hair and are well known for their large eyes.

Their stature doesn't vary much even between males and females, standing closely around 5 feet tall, plus their antennae that can length up to 1 foot. Durahn commonly have a slender build, but with a large weight margin that goes from 85 to 190 pounds due to their carapaces extremely different masses. Their hands and feet are also thin, with two fingers and a thumb on each hand.

Durahn often opt for practical and comfortable clothing that allows them to move freely, with flat earthy tones or shades of white attires, permitting their skin tones to stand out. What they lack in interest in their garment, they focus on their body health and physical beauty, durahn value their inner selves and wellbeing and consider their body their own temple, observing and lotioning their carapaces for shimmery colors. They are a calm and patient race, and have no use for ostentation, durahn won't be seeing sporting rocks nor any kind of metal if not for practical usage.

Embraced by the Mystique[edit]

Though extremely brilliant scholars of the arts of more scientific schools, they find the secrets of the divine to be exciting. Durahn are constantly in search of answers for the nature of metaphysics and for their kin's past and origin. It's believed that the durahn species was born from an alien race that was brought to Earth by an asteroid, its existence here made it need to adapt the environment and evolve, analysing carefully the techniques of the beings most similar to them, the insects. Durahns have two small global protrusions on each side of their ribs, which they believe to be signs of an extra couple of arms of their ancestors.

Durahn's are surrounded by magic even on their anatomy structure, which brings them even closer to the unknown. While they don't understand all their characteristics at an analytical level, they've created several meanings and festivals to praise them. When a durahn dies, it's body burns into pink-purplish lights if in touch with another durahn’s blood, though normally they don't do large decorums on every death, mighty ceremonies are held when nobles pass away or for war heroes. While the lights surround the place, the members watching it vibrate their body membranes to create an alluring singing, some races consider this ceremony to be one of the most beautiful things someone can see during their lifetime, even the high-regarded elves.

Structures Beyond Imagination[edit]

Nations that extend over treetops, a society that digs complex ducts under the grounds, or a handmade giant shell that gives comfort to a civilization, durahn's homelands are magical, exquisite, and of a precise technique. They perceive their habitat to create functional cities that blend with nature, watching carefully how bees, ants, and other insects' construction functions to implement on their own making. It is important for any durahn to be a part of a society thus communicating with their domain.

Every citizen is concerned with helping their community, durahn are close to each other considering them to be a part of one big family. Durahns have a shorter life expectancy than most races, but that doesn't stop them from unceasingly be in pursuit of mastering their skills. They are a race of excellent professionals, who work hard to be the best in the career they pursue. A monk with precise punctual punches, a fighter that slashes rocks as they were thin paper, and a wizard of perfect pronunciation when reciting a chanting, the durahn are technical and perfectionists, and it isn't uncommon for other races to reach them to solving hard construction problems, when in need for accurate craftsmanship, or when nobles need a tutor for their children. Though very familiar, durahn are great hosts and welcome outsiders, they have excellent contact with other kingdoms for political arrangements and tradings, and it's frequent to find a durahn living in other races lands and in cities of mutual coexistence.

Devotion and Assistance[edit]

The adventuring life is not attractive for a durahn, though they seek enlightenment, battling and traveling with unknown destiny goes against their beliefs or seems reasonless. Those that choose this path must have a very important self-improvement reason, be in search of ancient knowledge, or for an altruistic cause, as looking for something that can help or save their family or community. Treasures, fame, power, or even the idea of ​​improving their skills wouldn't be enough to make a durahn set out on a crusade.

Nonetheless, durahn that do decide to go on an adventure carry on the value of community to their group, they bond with the members devoting themselves to their sake and safety. They are lawful allies committed to the group, and loyalty is expected in return as well. Durahn will do anything to preserve their guild's pledge.

Durahn Names[edit]

Durahnish names are easy to pronounce and given at birth by their parents. They are usually onomatopoeias created to imitate insect noises and sometimes added to any first sound the baby makes. Though being very subjective to create a name based on a sound, duplicated letters are commonly used to create an echo in them. As Durahn consider themselves relatives they don't feel the need to have surnames.

Male Names: Beezzee, Chi-Ree, Eeak, Irrp, Mii, Sajja, Squean, Sutcha, Winaiss, Yut.

Female Names: Apin, Buzea, Cricke, Dee-Ree, Krrea, Hiion, Ji-Soo, Quuea, Tiss, Xiinn.

Durahn Traits[edit]

Your distinctive anatomy resembling the insects gives you a conglomeration of natural abilities common to other durahn.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Durahn reach maturity at the age of 8, and generally live into the middle of their fifth decade.
Alignment. Durahn tend towards good, their inclinations for personal growth, and technical and religious discoveries that can benefit the community do not give them much margin to approach evil. Their freedom however to create and discover their own truths makes them favorable to side on the extremes of lawful, chaotic, or anywhere in between.
Size. Durahn don't vary much from 5 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet, but are blind beyond this radius.
Enhanced Paws. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Nature’s Communer. You are proficient in the Nature skill.
Languages. You can speak, read, and write Common and Durahnish.
Subrace. Durahn are divided into seven subraces: Skyseekers, Underpassers, Coastclaimers, Flamedancers, Deserthoppers, Poisondaggers, and Moonriders. Choose one of these subraces for your character.

Skyseeker[edit]

Skyseekers settle on high dwellings, on top of high forests or on the mountains. They tend to lighter coloration and to lighter bodies that make them quicker and stealthier. You were born with wings and you are a great climber, skyseekers are energetic and fun but also a little airheaded and careless. You actually do seek the sky, and you don't see the sky as even the limit, whatever it is that you decide as a career or to conquer you'll do anything for it without hesitation. Skyseekers are inclined to the arts, religion, and the occult, though anything that requires light foot and acrobatics should be a substantial option.

Ability Score Increase. Your Dexterity score increases by 1.
Tracking Sting. As an action, you can make an unarmed strike against a creature within 5 feet of you to sting them with a tracker. On a hit, they take no damage, but for the next 24 hours, you have advantage in Wisdom (Survival) checks to track the stung creature, and you have a vague idea of the general direction they are in from your position.
Aerial Anatomy. Your aerodynamic body gives you a base walking speed to 35 feet. Starting 5th level, you gain a flying speed of 30 feet. You cannot use this speed while wearing medium or heavy armor.
Sneaky. You are proficient in the Stealth skill.

Underpasser[edit]

As an underpasser durahn, you're stronger and hardier than others, your carapace is sturdy and you can use it as natural armor. Though living hidden underground or inside hills, you are very social and like to be around large groups. If you are ever taken away from social interactions, being encaged, left alone, or placed alongside whom does not want your presence, for instance, you can enter a state of deep sorrow, depression, or even madness. You are down to earth and do not have any great pursuit or desire in life, yet you are very protective of your community, you were taught to battle to defend yourself but mostly others. It is usual for underpassers to have darker tones of yellow and copper.

Ability Score Increase. Your Strength score increases by 1.
Underpasser Combat Training. You have proficiency with greatswords, longswords, battleaxes, and handaxes.
Carapace's Endurance. You have tough, shelly skin. While you are not wearing armor, your Armor Class is equal to 13 + your Constitution modifier. You can use a shield and still gain this benefit.
Underground Enhancement. You are a digger and accustomed to creating long tunnels underground. As an action, you can burrow at a high speed, moving through up to 10 feet of nonmagical sand, earth, dirt, or similar material. While doing so, you leave a tunnel through the material you dig through and gain 10 feet of tremorsense until the end of your turn. You cannot dig into rock, metal or similar material that is too hard.

Coastclaimer[edit]

Regardless of being recluse and often reserved, as a coastclaimer you have a keen mind and a perfect memory, tending towards politics and mathematics, you are a great analyzer that can solve complex enigmas, create grand battle schemes and learn pretty much anything with a faster pace. You are proud and firm, traits that come from an old stigma of a disagreement with the other subraces, that led the coastclaimers to discover new territories to establish. This pursuit instigated the improvement upon crafting, you are a talented artisan, you have taste for building and a vocation to looking ahead of your time when inventing. Coastclaimers are most common near the seas, though being found near rivers and lakes as well, they lean towards shades of light green, with rare occasions of light blue markings.

Ability Score Increase. Your Intelligence score increases by 1.
Aquatic Mutation. You can breathe both air and water. You also have a swimming speed of 30 feet.
Fine Scholar. You can speak, read, and write one extra language of your choice. You also gain proficiency with two of the following skills of your choice Arcana, History, Investigation and Religion.
Sharp Recollector. You can accurately recall anything you have seen or heard within the last month.

Flamedancer[edit]

Flamedancers are lovers of the fire, and just as durahn’s bodies burst into flames when they die, they are proud of the ancient asteroid's collision and believe to have being born from its flames. Their cities will be found in the hottest regions, on deserts, near hot springs and geysers, or even on the walls of an active volcano. Their bodies spark amusement, ranging from vibrant colors of yellow and orange, and sometimes vivid red, but just as a bonfire, beautiful and warming, you have to be cautious not to be burned. They are the most impulsive of all durahns, their emotions can change in a snap, and they will use their innate charm and charisma to defeat their enemies.

Ability Score Increase. Your Charisma score increases by 1.
Social Pollinator. You are proficient in the Persuasion skill.
Blinding Light. As an action, you can glow intense light against a creature within 5 feet of you. On a hit, they take no damage, but become blinded for 2 rounds. You can use this feature 3 times before you rest, each usage takes a short rest to be regained, or you can take a long rest and restore them all.
Burnt Skeleton. You have resistance to fire damage. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide; you’re acclimated to extreme heat, including warmth above 400 degrees Fahrenheit.

Deserthopper[edit]

It’s believed that the first deserthopper was a durahn who set out on a crusade to learn more about their kin's physiology by pushing their limits; that made deserthoppers survival specialists and the closest to animals and nature. You have powerful legs that can help you run away from danger or shove enemies away to get more time to prepare yourself. As a deserthopper you are also the most prone to setting out on an adventure as you will make any environment your home. Your carapace tends to opaque shades of yellow and sometimes light brown.

Ability Score Increase. Your Constitution score increases by 1.
Survivor Legacy. You are proficient in the Survival skill. In addition, you count as one size smaller when determining your food and water requirements.
Deserthopper Combat Training. You have proficiency with shortswords, javelins, shortbows, and longbows.
Strong Legs. You have extremely powerful leg muscles. The distance you can travel by jumping triples and you do not need a jumping start to perform a long or high jump. Also, as an action, you can make an unarmed strike against a creature within 5 feet of you to push them away from your position. On a hit, they take no damage but are ducked away from you to a clear position 30 feet away from you.

Poisondagger[edit]

Prideful and sturd-up, as a poinsondagger you have darker tones of yellow and orange with rare purple markings, and you are embedded with deadly venom that runs in your body. You are agressive, provocative, and short tempered, virtues that distance you from getting along with others and that made you abandon ties with other durahn subraces. That took you to create very small and united communities which you are extremelly lawful to, but still poisondaggers tend to be the most prone to evil from all durahnish subraces and will do anything to conquer what their families desire. You are a risk taker and the adrenaline and danger are delights for you; other subraces say that the poison which you are most proud of has poisoned your very own soul.

Ability Score Increase. Your Wisdom score increases by 1.
Poison Immunity. You are immune to poison damage and can’t be poisoned.
Deadly Touch. You have venom running through out you body which you can use as natural weapon. You can put your poison on your weapons or use it on unarmed strikes. Also, if an opponent hits you with an unarmed strike, they take the damage from your poison. This damage increases by 1d10 at 5th (2d10), 11th (3d10), and 17th (4d10) level.
Imminent Death. When close to dying, your abillites increase.

Moonrider[edit]

Also called "Comets", these are the most mysterious and rare durahns; solitary and often introverts, they are quiet and do not tend to social interactions, preferring to go out at night not to be spotted by most. Moonriders are the taller of their race ranging close to 6 feet tall, with muscly bodies of opal black carapaces and even darker eyes. For some, Moonriders are a bad omen, for others a divine presence, either way, they carry the weight of being the main mystery of their kin, as their genetic characteristics seem to copy the ones from other subraces. Perchance they are the very first durahns, giving birth to all other subraces, but perhaps they can be the material manifestation of the dawn of all durahn race.

Optional Rule: Comet's Rarity

Due to Moonriders being the rarest subrace of the Durahn race, your dungeon master may ask you to throw a D8 to choose this subrace.

  • Before trowing the die, you may choose 1 lucky number. If you get a 7 or your lucky number, you are a Comet.

Genetic Bond. You may chose to have one trait of any other durahn subrace. In addition you gain the ability score increase of the chosen subrace.
Genetic Bond X. You may chose to have one of the traits from the Skyseekers or the Poisondaggers.
Genetic Bond Y. You may chose to have one of the traits from the Underpassers or the Deserthoppers.
Genetic Bond Z. You may chose to have one of the traits from the Coastclaimers or the Flamedancers.

Random Durahn's Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 7'' +2d8 75 lb. × (2d4) lb.

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

Suggested Characteristics[edit]

When creating an durahn character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.

d10 Personality Trait
1 I always want to know how things work and what makes people tick.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions

control me.

3 I'm a snob who looks down on those who can't appreciate fine art.
4 I would rather make a new friend than a new enemy.
5 If someone is in trouble, I'm always willing to lend help.
6 I believe that everything worth doing is worth doing right. I can't help it--I'm a perfectionist.
7 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
8 When I set my mind to something, I follow through no matter what gets in my way.
9 I can find common ground between the fiercest enemies, empathizing with them and

always working toward peace.

10 I always have a plan for what to do when things go wrong.
d6 Ideal
1 Altruism. I'll do anything to defend others, even if it means having no one to defend myself. (Lawful)
2 Independence. I've been betrayed my whole life, there is only me for me to trust now. (Evil)
3 Greater Good. It is each person's responsibility to make the most happiness for the whole community. (Good)
4 People. I'm committed to the people I care about, not to ideals. (Neutral)
5 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 I'm guilty of a terrible crime. I hope I can redeem myself for it.
2 I have a family, but I have no idea where they are. One day, I hope to see them again.
3 I crave to unearth undiscovered comprehension about my kin's mysteries.
4 I treasure my community, nothing is more important than their safety.
5 My previous community took advantage of my loyalty, I won't let that happen again.
6 I work ceaselessly to preserve my kingdom's monastery, where all durahn's knowledge is kept safe.
d6 Flaw
1 I trust others with all my heart, often being manipulated without realizing it.
2 I'm very superstitious, and everything is put on the scale before I act.
3 In fact, the world does revolve around me.
4 Unlocking an ancient mystery is worth the price of a civilization.
5 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
6 The feeling of not belonging to a community destroys me.

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