Hork-Bajir (5e Race)
From D&D Wiki
Hork-Bajir are a peaceful race, despite their appearance, which can be described as a walking weapon. Their blades are actually used for cutting the bark that they eat off of trees. These trees provide them both their food, and their homes. Their homeland was home to several deep caverns, in which monsters crept. Their culture eventually came to worship the darkness that enveloped the caves, calling it Father Deep, as well as worshipping the sky, whom they called Mother Sky.
|Image of Hork-Bajir, Art by Romas Kukalis|
The Hork-Bajir are bipedal, have strong reptilian bodies with dark green-black leathery skin, and at least two hearts. They have snake-like necks with a sharp beak at the end of their heads, tyrannosaurus-like feet, three claw-tipped fingers and a thumb on each hand, and measure to a height of seven feet in adulthood. Their most notable feature is that they have huge, long blades all over their bodies: their elbows, wrists, feet, legs, head, and tail. Male and female Hork-Bajir are told apart by the number of blades on their heads; males have three blades while females have two. According to Jara Hamee, there is another difference, but claims that it's only for Hork-Bajir to know.
The history of the Hork-Bajir is not recorded in any written documents, but instead in oral stories, telling of how the Hork-Bajir were supposedly created, and tasked with the job of maintaining the trees that their lives revolve around.
Their society is made of loosely organized tribes, surrounding a tribal tree, with the elder Hork-Bajir tasked with leading, unless a rare mutation of Hork-Bajir has been born, called a Seer, which is one who's intelligence is much higher than the average Hork-Bajir.
Hork-Bajir names often follow the scheme of 1 syllable, 2 syllables.
Male: Dak Hamee, Fal Tagut, Gah Fillat, Jara Hamee
Female: Ket Halpak, Tila Fashat, Dak Hamee
A Dinosaur-like, bark eating, pacifistic race
Ability Score Increase. +1 Strength
Age. Reaches maturity around the age of 3, naturally they will live to be about 40 or 50 years old
Alignment. Largely drawn to chaotic alignments, due to them valuing freedom highly
Size. Large, tends to average at about 8 feet
Speed. Your base walking speed is 30 feet. 30 Foot climb speed
Natural Weapon. Hork Bajir blades deal 1d6 slashing damage
Rapid Scabbing. If you use hit dice to heal, you may instead choose to heal the highest amount possible
Languages. Gallard, Common
Subrace. Normal, Seer
The Average Hork-Bajir
Ability Score Increase:+2 Strength, +2 Dexterity, -3 Intellegience
Simple: Immune to being charmed or other mind affecting spell
Fighting Spirit: When below 1/2th of your health, you inflict critical damage on natural 19-20
An extremely rare mutation
Ability Score Increase:+2 Intellegience
Enhanced Memory: You can remember anything you have seen within the past month
Natural Leader: You may make an inspiring speech, after which your companions gain temporary hit points equal to your level or charisma bonus, whichever is higher
Random Height and Weight
|7′ 6″||+x1.5 in||200 lbs lb.||× (x2) lb.|
*Height = base height + height modifier