Marrowkin (5e Race)
Marrowkin[edit]
Meaning: Blending “marrow,” the soft tissue inside bones, and “kin,” signifying a connection or family, highlighting their bone-centric identity.
Physical Description[edit]
Appearance: Marrowkin have a distinct appearance with faint, glowing patterns on their skin that mimic circuitry. Their bones, visible through translucent skin, carry a metallic sheen, reinforcing their durability. Eyes: Eyes of Marrowkin are vibrant and luminescent, reflecting their connection to the magical energies. Their movements are precise, and their skeletal structures subtly adapt to the environment, giving them an uncanny grace. Bone Hardness: The bones of Marrowkin are indeed as hard as steel, granting them resilience and a solid presence. This physical trait is often visible when Osserans utilize their bone manipulation abilities, showcasing the robust nature of their unique anatomy.
Origin and Wanderings[edit]
The Marrowkin are descendants of a nomadic tribe that traversed distant lands. Legend has it that they discovered an ancient nexus of magical energies, fusing with the essence of the earth itself. Through rituals and ceremonies, the tribe learned to channel these energies into their bones, granting them extraordinary abilities. This nomadic lifestyle not only shaped their bone-manipulating prowess but also fostered adaptability and survival instincts. The Marrowkin became skilled wanderers, seamlessly blending their mystical abilities with the challenges of the diverse landscapes they encountered. They carry the essence of the nomadic spirits in their bones, a testament to their enduring legacy. Osserans, are a split off group of the Marrowkin. This group of the nomads chose to stay behind where their mystical capabilities were birthed and continuously worship the well of power. By doing so and encasing themselves in darkness, isolation, and mystical arts. Osserans are said to have a shadowy aura to them, and capabilities of such.
Marrowkin Names[edit]
The only recorded Marrowkin or Osserans names are Kaguya and Kimimaru. Members of this race can have any name accepted in traditional human culture.
Male: Kimimaru Female: Kaguya
Marrowkin Traits[edit]
The Marrowkin, a nomadic people gifted with bone manipulation abilities, traverse realms with bones as hard as steel, projecting ribcage-like spikes for protection and striking foes. Their enigmatic history intertwines with their linguistic versatility, reflecting the diverse encounters during their migratory existence.
Ability Score Increase. Your Dexterity score increases by 2 and an ability score of choice increases by 1.
Age. Marrowkin mature swiftly, reaching adulthood by 80, and their aging process is slow. Like the enduring nature of bones, they often live up to 600 years.
Alignment. Marrowkin tend to lean towards neutrality, shaped by the ancient traditions and values instilled through the whispers of the shadows.
Size. Marrowkin vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium, similar to the average human.
Speed. Your base walking speed is 35 feet, reflecting the nomadic heritage and adaptability of Osserans with their steel-like bones.
Bone Manipulation. Marrowkin have the unique ability to manipulate their bones. As an action or reaction, you can reshape, alter, and pullout bones for various purposes and take them out of your body to utilize. You can alter the number of bones you have, utilize, and control each one. Regrowing your used or damaged bones is a bonus action. You may gain different Buffs and Debuffs by using important bones or intricate bones to gain various effects or weapons rather than generating new ones. Debuffs last until regenerated: Marrowkin have a limited amount of bones they can produce before becoming exhausted. You can produce up to 10ft of bone. You start receiving 1d8 damage and 11-15 ft produced, and 1 exhaustion for every ft produced after that. Small amalgamations like a small dagger or dart round up to a ft.
- Note bones can only be altered if they’re still within or attached to you, and you only have their ability to manipulate your own bones. Bones can be moved at will however, you only have as much volume and mass thats within your own skeletal structure. No giant amalgamations or structures can be produced. No complicated or intricate shapes may be made either. Marrowkin are only capable of utilizing shapes found within their body.
Specified Bone Modifications (These are things you can implement into your bone weapons to give them an added effect. however, if you choose to just pull it out as is, its a normal bone or improvised weapon): Spine (Takes 2ft+) - flexible or stern, can act like different clubs, maces, and other weapons often found in the hands of commoners, swords, axes, polearms, or flexible items like whips, or chains. These can have spikes providing an additional 2d8 slashing damage. Removing requires both your bonus action and normal action or else you’re paralyzed. Legs (Takes 2ft+ - can have 1 flexible joint or bend, provides 1d8 bludgeoning damage. Removing causes you to lose 75% of your total movement speed, and 100% if both are removed. Shoulder Blade (Takes 1ft+) - Adds 1d10 piercing damage to an attack, renders arm useless. Without arm usage you have disadvantage on relevant Strength saves and can’t use 2 handed weapons.
Bone Armor: As an action or reaction, You gain temporary hit points equal to your level, forming protective bone armor that lasts for 1 minute. The armor takes on an ethereal, skeletal appearance, covering your body with translucent bone plates and sending rib cage like spikes in every direction. While activated you have proficiency in constitution saving throws, and if an enemy attempts a melee attack against you, they take 1d8 slashing damage. These spikes require 2 ft to utilize, however when they reseed back into you, you regain the ft. The temporary hit points are optional, and can be voided if you have another source.
Bone Conjuration: You can pull bones from your body, and mold them into various tools, weapons or items. transforming your bones into a weapon requires you to regen your bones after, before your able to use that body part properly. (Use normal weapon stat blocks for weapons made of bones.) Any weapons made will round up the cost to create to a minimum of 1ft. If the weapon is bigger than a ft, round up the cost, and use however much is needed for the weapon.
Bone Growth: As a reaction or bonus action, You can alter your own bone structure. Doing so gives advantage on either Strength, Constitution, or Dexterity-related checks depending on what’s altered. This growth can manifest as elongated limbs, reinforced bones, structures, body and bone alterations, or reductions. Depending on the alteration to your body use your limit of bone ft accordingly. However similarly to bone armor, the bones ft cost is refunded when your body returns to normal. (Minimum of 1ft required)
Enhanced Bone Abilities:. Digital Shrapnel: Send out your finger tips at high speeds. As a ranged attack, you can release sharp, digital shrapnel towards targets with a range of 90ft. Dealing 1d8 piercing damage per finger tip shot. The damage increases every 8 levels by 1d8 per finger. Removing finger tips from your hands requires you to regrow the bones as a bonus action costing a ft of bone, or their rendered defected or even useless. (each finger removed can cause for you to struggle or not be capable of holding things like weapons.) This ability doesn’t use your bone ft cost, however it does still cost to regenerate your fingers.
Bone Recycling:. You can regenerate your bone ft limitation if you reabsorb one of your used bones into your body.
Enhanced Calcification Properties:. Marrowkins with the ability to regenerate bones unlike most others, have enhanced reservation properties within their bones. This allows them to regain 1ft of bone cost per long rest along with the other benefits of the rest.
Languages. You can speak, read, and write Common and two other languages of your choice, reflecting the diverse interactions during the nomadic travels of your people.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
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