Cy'kn (5e Race)
From D&D Wiki
|A slate cy'kn in Samurai armor. Artist Source|
Cy'kn, (sy-kin) are tall, slender, scaled beings that evolved from lizards living in the lower planes. They tend to live in deep caverns on the material plane, performing magical rituals and combat tournaments. Cy'kn have a wide range of scale color so the easiest way for other races to differentiate between subraces is to look at their horns. The horns stop growing when the cy'kn matures and rarely surpass a foot in length.
Slate cy'kn tend to have green, yellow or black scales, their horns splinter and branch like a deer. Nightshade cy'kn usually have purple, black or red scales, with horns that bear great resemblance to a big horn sheep curling around their ears. Scorch cy'kn usually have brown, orange or pale yellow scales, their horn spiral up and back like a blackbuck. Electrum cy'kn have silver, white, blue or turquoise scales and horns that start more forward on their skull and curve back like an ibex.
Inter-specie relations are rare, but breeding is possible. A female cy'kn will always give birth to cy'kn, regardless of the father's race. A male cy'kn only sires the mothers race. The ability modifier of the other parent can affect the subrace of the cy'kn.
The cy'kn evolved from lizards living in the lower planes. They evolved great subtlety in order to evade demons looking for a snack. One day, a cy'kn discovered the secret of planar travel, and they created portals on each of the lower planes, leading the entire race of cy'kn to the material plane. Cy'kn are almost never evil, as they were oppressed by the dark forces before this cy'kn led them to safety. The cy'kn sealed their portals with two magical blades, called the Blades of Ji'He, stopping any denizens of the lower planes following them. A Paladin sacred oath, called the Ze'Mi-Sa'Gi'Da in cy'kn that roughly translates to Oath of the Keeper of the Ancient Blades, is commonly sworn by cy'kn warriors.
The cy'kn are highly competitive, holding massive tournaments for the races of the material plane. They have very strict laws and are generally an ambitious species. When a cy'kn reaches the age of 24, they swear themselves to a particular discipline, such as wizardry, knighthood, or assassination, all of which are common careers for a cy'kn. After four years of training, they are ordained by their closest council of elders on the day they come of age, and their training is complete. All cy'kn are trained from birth to become warriors, as that is the most common profession. Cy'kn only use electrum pieces and sometimes gold pieces as currency. Cy'kn have a comparatively democratic society, with each societal rank having the ability to vote on matters concerning ranks below them, but all ranks are subject to the ranks above. The highest rank, often considered to be outside of the ranking structure altogether, is the Elders. The Elders are masters of their various disciplines, often retired generals or elderly arcanists. Elders act as the overall government, making the most important decisions that face the cy'kn group they watch over.
Male: Ki'Nr (Seeker), Ro'Qa (Insight), Ni'Me (Mystery), Xi'Bo (Loyal), Ro'Xa (Lost), In'Za (Intrepid), So'Ra (Light)
Female: Ou'Ja (Pain), Li'He (Sadness), Ir'na (Rage), Dr'Si (Madness), Xi'On (Memory), Ky'Mi (Hope), Si'Xa (Hatred)
Cy'kn are lizardlike humanoids that originate from the Lower Planes. Ironically, they are champions of justice.
Ability Score Increase. Your Constitution score increases by 2.
Age. Cy'kn live for two to three centuries, and reach physical maturity at around 28 years of age.
Alignment. Cy'kn are usually of good alignment due to their hatred for fiends, and they are usually lawful due to their society's strict laws.
Size. Cy'kn are taller than many other races, often almost 7 feet in height and weighing more than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You are resistant to fire and poison damage.
Martial Expertise. You have proficiency with the longsword, glaive, shortsword, and whip.
Languages. You can speak, read, and write Common and Cy'kn, a complex language made up of two-letter pieces separated by apostrophes and dashes. The cy'kn language refers to itself as Gi'No'Le-Li'Va'Se, which roughly translates to Rift-tongue.
Subrace. Cy'kn have 4 subraces: Scorch, Slate, Electrum, and Nightshade. Nightshades are more aware and can secrete a semi-magical venom, while Slates are tougher and have excellent vision. Scorches are extremely strong. Electrums are very intelligent and have magical talents.
Scorch cy'kn are more connected to their hellish ancestry, and often reside in barren, desolate lands touched by dark power, or deserts.
Slate cy'kn usually live underground in large caverns connected to the Underdark, hunting drow and rescuing their slaves.
Ability Score Increase. Your Dexterity score increases by 1.
Protective Scales. Your scales are tough and flexible. While you are unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You can use a shield and still gain these effects.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Electrum cy'kn have been awakened to the influence of the astral plane. They usually reside in magical demiplanes or occasionally on an Upper Plane, although they can also live in normal caves.
Ability Score Increase. Your Intelligence score increases by 1.
Rift Magic. You know a cantrip of your choice from the wizard spell list. When you reach 3rd level, you can cast a 1st-level wizard spell of your choice once, but must finish a short or long rest before you can do so again.
Nightshade cy'kn have evolved to live in forests and cities, making them the most common type of cy'kn on the Material Plane's surface.
Ability Score Increase. Your Wisdom score increases by 1.
Secrete Poison. As a bonus action, you can secrete a semi-magical poison from any location on your body due to your subdermal poison sacs. When ingested, the victim must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. You can also cover a weapon or piece of ammunition with poison, causing it to deal an extra 1d4 poison damage for 1 minute. After you secrete poison, you can't do so again until you complete a short or long rest.
Random Height and Weight
|5′ 11''||+2d10||160 lb.||× (2d4) lb.|
*Height = base height + height modifier