Iksar (5e Race)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 21:25, 5 October 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. It's up the DM to control the social interacts of their NPC's as well as the DC for saving throws to understand what someone is saying not some homebrew racial trait. +4 ASI with a -2. Negative ability score break precedent. Shoe lining a races options with negative scores, limits on armor, etc. Flat increases to armor class. Seemly random and out of theme damage resistance/vulnerabilities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Broom Icon.svg.png This page needs grammatical help. Reason: A number of spelling/grammatical/capitalization errors throughout. Consult the Help:When to Italicize and Capitalize for help.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Misssing Summary


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Iksar[edit]

On the Shores of Another World[edit]

The Iksar are a reptilian race that once resided in deep marshes and rocky coasts inhabiting the most forsaken lands of the world. A proud and bitter race, Iksar seek to reclaim their former glory as mighty rulers of their mysterious realms. They are alien to those from other continents and hostile to any who dare encroach upon their territories, as the Iksar see such races as invaders and outsiders. Though thought of by many as a dark and sinister race, the Iksar have no love of those such as Drow, Tieflings, Gnolls, and such ilk; and this lack of affection is mutual. Only truly at home in the swamps, Iksar who travel beyond the shores face constant mistrust, aggression, and alienation.

The Iksar are a powerfully built race of lizard folk, with long muscular tails, sharp teeth, scaly hides and horned heads. They tend to fall in the same height category as humans but, though more lithe, their musculature is far denser, causing even the thinnest Iksar to weigh in at more than 200 pounds. Their body coloration tends to range through shades of gray, tan, and light brown; with horns often taking a more reddish hue. Although most members of other races claim to unable to tell male and female Iksar apart, there are important differences between the genders. In addition to having somewhat more slender builds and lighter colors forming patterns across their bodies, female Iksar have far more colorful facial scales. While males continue the bland color of their bodies across their faces, females have bright patterns of yellow, pink, blue, white, green, and purple; all forming rings, circles, and bands across their faces.

From Shackles to Strength[edit]

The History of the Iksar is a long and complex one, beginning with their enslavement by the now extinct Shissar: regarded once as the rulers of all serpentkind. Little is known of this era in Iksar civilization, but it is evident that the Iksar eventually overcame their masters and turned to building a mighty empire for themselves. In time, the Iksar empire in its pride made war with the dragons residing in their region of the world and built a mighty stronghold. However, the toll of war - followed by the death of their emperor - brought the Iksar to eventual ruin. Save for a few of their great cities, many Iksar settlements of old have fallen into phantom-haunted ruins or have become strongholds for the Iksars' enemies.

Of Blood and Scale[edit]

Proud, self-assured, and distrustful of others, Iksar live in a constant and violent cycle of the strong ruling over the weak. The Iksar see strength and might as paramount over all other factors. No tool is discarded, no matter how intangible. In fact, "tools" such as pain, fear, and torture are simply means to an ambitious end. If an Iksar should happen to display such qualities as integrity and justice, he does so incidentally, fearing his superiors or the consequences of his actions rather than out of any sense of morality. Even those few Iksar who comprehend the alien notion of virtue generally believe that such virtue without the strength to enforce it on others is meaningless, and may use methods to accomplish their (ostensibly benign) goals that other races would find unacceptable.

Within Iksar society, the position, rank, and authority of every citizen is well understood and strictly upheld. War Barons run the military; Haggle Barons rule the economy; and troopers take orders. Nonconformists have no place in Iksar society; and if not cast out, those who do not fit in will remain in the lowest strata of society for the entirety of their lives.

Iksar Names[edit]

Iksar names are unlike those of any other race, and are often difficult for non-Iksar to pronounce. Most other races can only approximate the true hissing and growling sound of most Iksar names, though a few pronunciation and spelling conveniences have become standard when translating the Iksar into other languages. Those unfamiliar with the Iksars' linguistic dialect find it difficult - if not impossible - to distinguish between male and female Iksar names.

Male: Cabkoris, Chasartiz, Jantiz, Jaraaz, Juksis, Kebaz, Khortiz, Ksharn, Matranak, Sikkorsis, Sulaz, Xatranle, Xasanik, Zarulm, and Zorshais

Female: Cakazu, Cebanisu, Chikkorilu, Chorili, Jabitzu, Jaranika, Mkoriku, Rakshaazi, Ratraraza, Rebaslei, Sanaky, Sebanlea, Silulika, Xakanley, Zikorisy

Iksar Traits[edit]

Ability Score Increase. Your Strength score increases by 2 and your Dexterity and Wisdom each increase by 1. However, your Charisma decreases by 2" Iksar are a strong and nimble race, with a strong attunement to the world around them. However, they are suspicious and often self-centered, and VERY rarely develop strong relationships with anyone.
Age. Iksar generally reach adulthood at the age of 20 and can live as to be as old as 160, though their violent nature and inhospitable home ground cuts their lives short at very young ages. Some do not even see adulthood due to grueling rites of passage.
Alignment. Preferring to keep to themselves and avoid interaction with outside races, many Iksar are seen as Neutral, however, their Evil tendencies can sometimes boil over based on theri tyrannical demeanor and cold disposition.
Size. Iksar are heavier set than a standard human, standing strong and proud with wide shoulders and an intimidating composure. Their size is Medium.
Speed. Your base walking speed is 30 feet. You also have a natural Swimming speed of 30 feet, and can always add their proficiency bonus to Strength (Athletics) checks to swim.
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.
Natural Armor. Iksar have tough, scaly hides, giving them a +1 bonus to AC. Their thick skin makes it very difficult for them to wear heavy armor, however, and Iksar may never gain proficiency in Heavy Armor, even if it is normally granted for that class.
Cold Vulnerability. Iksar are vulnerable to Cold damage from any source.
Fire Resistance. Iksar gain a resistance to any Fire damage.
Mistrusted. Iksar are not trusted by any race. Any individual who meets an Iksar can never be Friendly towards them at first, and many who would be Indifferent at first must make a DC 10 Charisma Saving throw or be immediately Hostile towards the Iksar.
Exceptional Strength. In Iksar's inital maximum for their Strength Score is 2 points higher than that of a typical race.
Languages. Iksar can speak Common, Draconic, and Infernal. Many use a dialect between Draconic and Infernal to speak to one another, making it hard to understand what two Iksar are saying without a successful DC 15 Intelligence (Investigation) check. A character who has the Linguist feat makes this check at advantage. A successful skill check means the character is able to follow this dialect for the length of the conversation, and is able to maintain understanding for 24 hours.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 10″ +2d10 120 lb. × (2d6) lb.

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

On the Treatises of Snake-Folk[edit]

An important note of Iksar lore is their seething hatred of other snake-like races; particularly the Naga and the Yuan-Ti. When the Shissar fell, they left behind these three "experimental" creations, each endowed with a portion of their original creators' abilities and temperaments. The Naga embodied the Shissar's magical powers, while the Yuan-Ti were endowed their Keen intellect and cunning wit. The Iksar were given horrifying strength and a brutal logic, but were also given a portion of their creator's hatred and xenophobia. Though the Shissar were regarded as gods by the other snake races, the Iksar - with their attunement to the world - saw through their creators' deceptions and broke free, forging an empire they could call their own and casting away any notions of the "snake gods".

Iksar and Yuan-Ti are unique to one another in that centuries of enmity and jealousy are ingrained into their genetics. A Yuan-Ti will always see an Iksar as a horrible abomination - a stain in the great eyes of their god. Meanwhile, the Iksar tend to despise the manipulative and subtle nature of the Yuan-Ti, and regard their serpentine cousins as cowardly, vain, and disheveled.

If an Iksar and a Yuan-Ti were ever to be placed together in the same party, it is done so with colossal disdain for both one another and for the party leader. The two will always try to outdo one another, and will take any chance necessary to put down their rival. Even if a level of trust is established, one slight misstep and a bloodbath will ensue, leaving one of the two in pieces.


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors