Ik'tar (5e Race)

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Ik'tar[edit]

Among the trees there is an ancient guardian society, they watch, they wait, they protect.

Physical Description[edit]

Some of the few defining features is that they only wear natural armor made from skin and bone (can still have the stats of heavy armor and such just only looks different), also their weapons are made of the same thing. Then through are forged through a secret process to harden and sharpen them to make them just as much, if not tougher than actual steel weapons. However, you may choose with your starting weapon(s), or any you obtain originating from the Ik'tar, to be bludgeoning as an optional damage type. The main defining feature of the Ik'tar is their bone masks that they wear with intricate designs inlaid in it.

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https://www.pinterest.com/pin/487866572106428203/

History[edit]

The Ik'tar guard the ancient forests and the trees within being ancient as well. A few Ik'tar leaders have been gifted with ancient life longevity and can live up to thousands of years old.

Society[edit]

The Ik'tar have always been hunters and trackers, male or female. However when it comes to craft, the females usually do the finesse crafting such as weaving and similar things. Whereas, the males do the smithing and such. Both however, do trap making. Also the Im'ten tend to guide this race, mainly communicating with heroes or leaders. Im'ten also choose who the next leader of each clan are by putting on a display based on the biom through the process of volunteering and kneeling before the shrine dedicated to them.

Ik'tar Names[edit]

The male name is always capitalized with the second half must start with a consonant. The female name is always lowercase and the first part always has two of the same letters next to each other.

Male: Gon'kruk, Ishk'tar, Vack'trad, Proc'kud

Female: miins'fu, eemp'faer, zuup'fun, leep'fes

Ik'tar Traits[edit]

Ability Score Increase. Wisdom +2
Age. Ik'tor have the lifespan from 100 to 120 years.
Alignment. Ik'tor tend to favor more of a neutral alignment unless their home has been destroyed or taken from them, in which case they usually become evil.
Size. 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.
Guide of the Forest. If you have any unarmored defense then you may choose to substitute one stat that adds to it instead to be Wisdom.
Languages. Ikleck, Common

Evil[edit]

Your home was either taken or destroyed. Your skin has now become a shade of grey and your eyes have now lost their color also turning to either a shade of grey or black.

Darkvision. You can see in dim light within 120 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.
Homesick. You gain proficiency in the Intimidation skill and have +1 damage to all melee weapon attacks while outside of forests.

Neutral[edit]

Your home is everything.

Truesight. You can see, with 10 feet, in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane.
Natural Belonging. You gain proficiency in the Nature skill, and while in forests they gain an additional 10 feet of movement and are not affected by natural difficult terrain when dashing.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

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


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