Echani (5e Race)
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Echani[edit]
Physical Description[edit]
Rather similar to humans at a first glance, echani were known for their light skin, white hair, and silver eyes. They also looked extremely similar to one another, and outsiders often couldn't tell echani siblings apart.
Society[edit]
The Echani were a warrior-like matriarchical society originating from the planet Eshan. Renowned for their martial prowess, Echani were trained from birth in martial arts both armed and unarmed. They excelled in close quarters combat as they practiced a specialized style of fighting where they could anticipate an opponent's moves by observing subtle changes in stance or minute muscle movements. Renowned Echani warriors were believed to have the ability to forsee entire fights or even battles in this way and legend holds that their most wise and skilled generals would know the outcomes of wars as soon as they started.
Echani Names[edit]
Male: Caelian, Inarin, Losor, Uelis, Yusanis
Female: Astri, Brianna, Isena, Raskta, Senriel
Echani Traits[edit]
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Echani reach adulthood in their late teens and live less than a century.
Alignment. Echani culture’s emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.
Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to be capable of spellcasting, you are considered to have expertise in the Insight skill. (In order for a target to qualify they must have at least 1 spell slot of first level or above.)
Unarmed Combatant. Your unarmed strikes deal 1d6 bludgeoning damage and have the finesse property.
Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target’s Charisma (Deception). On a success you learn one of the following traits about that creature: it’s Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.
Combative Culture. You have proficiency in History and Acrobatics.
Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial weapons of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 1'' | +1d10" | 105 lb. | × (2d4) lb. |
*Height = base height + height modifier |
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