Cragfar (5e Race)

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It had been two days and two nights since I had left the sturdy ground beneath me, at a point called Fallen Stone. It was a dreary placed, marked by yellowed vines, ancient granite ruins of a forgotten place, and shattered stones, which cut into my feet at every step. Rubra, on the other hand, didn’t seem to mind. In fact, the smirk on his face told me that he was right at home, with bare feet meeting bare earth.

I survived the drudge to Burundakka, which Rubra tells me is uncommon.

"Many magic folk have tried before, but they get worn out and drop. It’s a shame - you can hear the scream for miles."

Harrowing, certainly.

—Soronia Harax, Nameless Captives

High in the Sky[edit]

Born from the same forces that formed the stones of the material plane, the cragfar were created with the ability to meld their limbs with rock. Even a cragfar child is able to walk directly up the side of a cobble building. In the world of Canyonne, this allows the cragfar to build encampments miles high on the walls surrounding the region. Almost all structures and objects crafted by the cragfar are made of stone since other resources are so limited. Cragfar will often raise birds for their parts, which are made into clothing and food.

Cragfar individuals are shorter than humans and have strong legs, which allows them to stand horizontally on cliff faces. Their feet and hands resemble the stone of the location they grew up in, which fades away into their skin as it travels up their shins and forearms. Their skin colors encompass the human range of colors, as well as earthy shades of grey and red. Cragfar doesn’t grow hair; rather, crustose-like plates of rock grow from their heads and are generally the same colors as human hair. Cragfar eyes are faceted and resemble gemstones.

Enclaves and Federations[edit]

In the world of Canyonne, cragfar band together in tribes called enclaves. Several enclaves come together to form federations, for the purpose of protection, strength, and conquest. Enclaves within federations function like organs, and members of these enclaves usually hone their skills of a single task for the greater good of a federation.

Societally, cragfar have often been compared to orcs. Cragfar common folk learn trades such as masonry, weapon crafting, scouting, animal husbandry, and religion. They are a warmongering race, and a single federations influence can spread hundreds of miles along a wall. Cragfar often decorate their bodies with symbols of their tribes and federations as a way to show loyalty to their homes and inspire fear in their rivals.


Because of their isolation from grounded races, many common folk find cragfar mysterious and quirky. Cragfar sometimes misread social cues and scoff in astonishment when nobody laughs at their jokes that are real kickers back in their enclaves. Cragfar clothing is seen as primitive, and even a hungry halfling would turn their nose at cragfar cuisine.

Cragfar Names[edit]

A cragfar has a given name as well as an enclave name that they share with other members of their enclave. This enclave name typically describes an aspect of the tribe.

Male: Aharaka, Jrort, Lithor, Mortow, Omis, Oztu, Portrek, Qagar, Rubra, Scarazzi, Tok, Zedfarde, Zokkolo

Female: Absihot, Daesik, Fenike, Gomisi, Kemo, Linekin, Mik’atao, Pinia, Volkiki, Zayas

Enclave: Astilliakka (Starseer), Dyawajak (Strongleader), Errifinj’wan (Wayfarer), Liarrayan (Proudwarrior), Ryanar (Gemscout), Xr’akul (Spearmaster)

Cragfar Traits[edit]

Stonewalking peoples who build settlements on the sides of sheer cliffs.
Ability Score Increase. Your Strength score increases by 2.
Age. A cragfar reaches adulthood at around the age of 40 and can live up 400 years of age.
Alignment. Due to their allegiance and patriotism of their enclaves and federations, most cragfar tend to be lawful neutral. However, cragfar societies vary wildly due to isolation, and all manner of alignments exist.
Size. Cragfar average about 5 feet tall and generally weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cragfar Weapon Training. You have proficiency with the javelin, quarterstaff, shortbow, and longbow.
Stonewalk. You can walk on any stone surface, including sheer walls and on ceilings. The bottoms of your feet meld with the stone, and your elemental skeleton allows you to stand horizontally without any discomfort. Moving through difficult terrain caused by stone costs you no extra movement. You can only gain the benefits of this feature if the bottoms of your feet are exposed.
Tribal Warrior. You can add a d4 to a single weapon attack roll. You can choose to add the d4 after you make the roll but before the outcome is determined. On a hit, when you roll for damage, you can reroll the damage dice and use either total. After you use this feature, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common and Terran. Terran is a dialect of Primordial; therefore, it uses the Dwarvish script.
Subrace. The separation of the cragfar have resulted in three main subraces: oresouls, cliffstriders, and highdwellers. Choose one of these subraces.


The oresoul cragfar live relatively close to the ground and are therefore the most recognizable by other races. One can distinguish an oresoul by the flecks and veins of precious gems located on the rocky parts of their bodies. Although many oresouls venture out into the world to become artisans and merchants, most oresouls learn to fight from a young age and grow up to be fierce warriors. In Canyonne, the Gul’Ceekra federation is mainly comprised of oresoul enclaves, and although they are generally friendly towards “grounded-folk,” they are feared by other cragfar.

Ability Score Increase. Your Constitution score increases by 1.
Guerrilla. Your Tribal Warrior die changes to a d6.


Cliffstrider cragfar are adventurous, living among the caves of mystery and cliffs of exhilaration. They are very knowledgeable of the wilderness due to these habitats.

Ability Score Increase. Your Intelligence score increases by 1.
Seeker. You gain proficiency in the Investigation skill. Additionally, you have advantage on Intelligence (Investigation) checks made to find information about a location, including bodies of water, notable structures, and suitable places to set up camp.


This subrace of cragfar lives by the movement of the heavens. They go as far as inhabiting inhospitable tall mountains just to be close to the sky. Due to their enamorment with the heavens, they are skilled at reading its signs.

Ability Score Increase. Your Wisdom score increases by 1.
Stargaze. Your knowledge of the constellations and the night sky is so acute, you can always determine the following on a cloudless night:

-The date

-Which way is north

-The exact direction towards any location you’ve stargazed before

-The number of hours left until sunrise
Mountain Born. You’re acclimated to the high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Random Height and Weight[edit]

5′ 5″ ++2d10 85 lb. × (× (2d4)) lb.

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

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