Charr (5e Race)
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The charr in nature with a normally hunched posture and are carnivorous feline-like humanoids. They stand on their hind legs and are taller than a human by half of an average human's heigh. They are covered in fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. They have 2 pairs of ears, the top pair of ears hears high frequencies or ultrasound such as a dog might, while the bottom pair hear low frequencies or infrasound similar to an elephant. They two pair of horns, and the standard set of teeth and claws for felines. Many charr have a longer mane of fur between the shoulders and on the back of the head and neck. A male charr has less fur on the tail with longer fur only on the tip, while the female's tail has longer fur from top to bottom.. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While the males are described as being generally stronger and the females more lithe and quick. The charr muzzle is elongated and the mouth filled with prominent sharp teeth suited for their carnivorous diet. The teeth are larger on the males, particularly those on the bottom jaw which are usually considerably smaller on the female.
It is said that the charr originated from east fey lands of Tyria, but high elves drove the charr northward to snowier lands to found their own kingdoms, and resisted the charr when they sought to regain their lands.
During this time, the charr were unified under their primus imperator or leader, the Khan-Ur in hopes of standing a chance against the elves. However, when the Khan-Ur was assassinated without leaving any clear heir, the race fractured into the four High Legions, each led by a cub of the Khan-Ur. Several charr have since held the title of Khan-Ur, however none have been able to unify the charr for longer than a few weeks, each being overthrown or dying in battle shortly after pressing their claim.
In time, the charr began to blame the power of the Old Gods for the their defeat in battle. Looking for a way to enusure victory in battle, the charr sought to find gods to call call their own, and when the Flame Legion Burnt warband encountered the titans at the volcano Hrangmer, they had found them. The Shamans of the Flame Legion decided that they would accept the magic of the titans, and when the Flame Legion returned, so, too, did the Shamans of the other Legions with varying magical powers. The Shamans, in particular those of the Flame Legion, became a ruling caste, and before long the charr were unified once more under their banners.
Charr first names often have names based off of their culture (e.g., Pyre, Ember, Forge). Along with this male names are also sharp sounding with the consonants (e.g., using D, R, T, G, K, etc.) whereas female names are smoother (e.g., using C, L, S, Z, etc.); both genders often start with a sharp consonant though, but this is just generally and exceptions to this do exist. Some charr use Roman or Greek (inspired) names as well.
Charr surnames consist of two words put together, one of which (either suffix or prefix) denoting the warband of the individual (e.g., Rytlock Brimstone is of the Stone warband and Scylla Rustcloud of the Rust warband). Charr individuals generally get to pick variations of their surnames within the forming of their first warband which express their personality, ideals or history, though some limitations may apply.
Members of the same warband can also have their warband name in different order than other members of their warband, though this is rare – some examples include Lightbringer Swordshatter and Legionnaire Bloodsword of the Sword warband, and Vitus Silverpick of the Pick warband (where all other warband members have Pick as the prefix of their surnames).
Male: Vibenius, Maximius, Munius, Loreius, Gokudaf, Rytlock, Gron, Dinky
Female: Sandiliana, Gudorraf, Wodaduza, Corolzu, Bathea, Kalla, Elexus
Last Names: Silverpick, Doomfiend, Stonegazer, Gutfouler
The charr race was forged in the merciless crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward.
Ability Score Increase. Your Constitution score increase by 1.
Age. A charr is fully mature by 4 years old and is considered elderly in it's late 70's.
Alignment. Most charr are lawful due to the complete military hierarchy of the charr. While they can come off as mean or cruel, charr tend toward neutrality on the moral compass. They do not condone needless slaughter or attempted sabotage at peace. However, they can be brutal on the batlefield and very unaccomadating to prisoners.
Size. Charr can stand 8'-10' tall when not slouching and their musculature is similar to a big cats. Your size is Large.
Speed. Your base walking speed is 35 feet.
Thick Fur. Their fur allows charr to withstand the cold. You’re acclimated to extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Riding Mount. If you have no items in your hands, you can use an action to get on all fours or to stand up. During this time, you are classified as a mount for creatures of Small size or less, and your walking speed becomes 50 feet.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Blood, Ash, Iron, or Flame Legion
The Blood Legion is the frontline. They are the first in battle, and the last to leave.
Ability Score Increase. Your Strength score increase by 2.
Monstrous Build. Your large stature and rippled muscles come off as intimidating. You are proficient in the Intimidation skill.
Military Culture. The Blood Legions's military culture forces all charr to learn how to use weapons. You gain proficiency in 3 melee martial weapons of your choice.
The Ash Legion are the scouts and saboteurs in the charr military.
Ability Score Increase. Your Dexterity score increase by 2.
Mental Fortitude. You are have advantage on all Wisdom saving throws against magic.
Sit and Wait. You can cast the alarm spell once and regain use of this trait at the end of a long rest.
The Iron Legion is full of engineers and gunsmiths. They produce the war machines used by the Charr military.
Ability Score Increase. Your Intelligence score increase by 2.
Forger. Trained in the arts of smithing, you are considered proficient with smith's tools and tinker's tools.
Good Shot. You are accustomed to using a gun, and are proficient in the following weapons: flintlock pistol, handcannon, and blunderbuss. You are considered proficient in ranged martial weapons if gunpowder is not included in your campaign.
The Flame Legion control the majority of the charr race and have become a ruling class of sorts for the race.
Ability Score Increase. Your Charisma score increase by 2.
Ember Body. When a creature within 5 feet of you damages you, as a reaction you may emit hot flames from your body dealing 1d6 fire damage to those within 5 feet of you. This damage increases by 1d6 when you reach 5th level(2d6), 11th level(3d6), and 17th level(4d6). You regain use of this trait after you finish a short or long rest.
Flame Body. You have resistance to fire damage.
Random Height and Weight
|base height||height modifier||base weight||weight modifier|
- Height = base height + height modifier
- Weight = base weight + (height modifier × weight modifier)