Kalegard (5e Race)
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|“||The strongest! Why, they'd have to be those barbarians living up in the peaks...||”|
Kalegards are tall and powerfully built humanoids. They usually have tanned skin from living on high altitudes and being exposed to the sun often. Usually, they sport dark hair, and striking gray eyes. As they grow older, their hair turns bleach white with a silver sheen. They often bear scars, which they display with pride. The kalegards are known to pass scars down to their offspring. Their skin is said to be almost leather-like due to their toughness.
The kalegards are a race of semi-nomadic peoples who thrive in the windswept rocky expanses and high altitude mountain crevasses. They are believed to be more human and flesh-like than goliaths but nonetheless share history with them. It is thought to be that kalegards are the offspring of goliaths and humans, explaining their blood and flesh. They were supposedly raised by humans but had an affinity for the rough and tumble of the rugged parts of nature. Many ventured far and wide into treacherous terrain and became venerated as hallmark adventurers.
Kalegards settle down and farm when it is the season to do so and move on, living as hunters once the leaves are no longer green. They have large families within clans and dearly value the bond between one's kin even more so than other races. Kalegards have no kingdoms to call their own and are ruled by no kings; the chief of a Kalegard tribe is the highest authority. They are very warlike. For a kalegard, "peace" doesn't mean "no wars are being fought"; it means "we're not raiding our neighbors as often as usual".
Despite being seen as mainly barbarians due to their raiding culture, kalegards still have veneration for nature. It is the spirit, after all, that nourishes ones' bravery. A kalegard who has lost their spirit is said to become a coward and be expelled from their clan, lest that which stole their spirit steals others. Kalegard festivals often honor embodiments of nature. Their central figures are those who control and embody the wind. To a kalegard, death is to become one with the wind and carried to the next life in a breeze. The wind also determines life and death up in high altitudes, ill and good fortune. It is believed if one's arrow goes amiss or one's axe strike whiffs, it is due to the wind's fickleness.
Kalegards usually use simple names, similar to that which a human may use.
Male: Brand, Cenrik, Daveth, Eni, Grimric, Harda, Hugi, Osrim, Varka, Wada
Female: Cana, Daega, Frea, Geata, Hoga, Milda, Orma, Penda, Randa, Truma
Kalegard Barbarian Traits
Noble warrior peoples who hail from a rough land.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Kalegards reach adulthood in their late teens and live less than a century.
Alignment. The kalegard people admire individual courage and keeping one's word, but chafe under the strictures of civilization. They thus tend towards chaos and good.
Size. Kalegard average between 6 and 7 feet in height and weigh about 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Wind Reader. Whenever you make a Wisdom (Nature) check related to the wind and directions, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Rugged. You have proficiency in the Survival skill.
Altitude Dweller. Living at high levels means less breathable oxygen, you’re acclimated to high altitude, as described in chapter 5 of the Dungeon Master’s Guide and you can hold your breath for up to an hour at a time.
Hardy Soul. You have advantage on Constitution saving throws against effects that reduce your hit points maximum.
Raiders Weapons. You are proficient in the battleaxe and handaxe.
Languages. You can speak, read and write in Common and Giant.
Random Height and Weight
|6′ 4″||+2d8||200 lb.||× (1d2) lb.|
*Height = base height + height modifier