Kra 'i' Maghull (5e Race)
From D&D Wiki
Kra 'i' Maghull
The adventurers traveled into a thick, dense forest with beautiful trees and lush thicket. They entered a clearing, noticing a figure in the clearing standing on one foot meditating. As they came closer, the creature meditating opened all of its eyes and spun around, creating an aura of blessing around the travelers.
The world is a balance, the meditating figure communicates telepathically.
And we must even it.
The kra 'i' maghull are an alien race with a humanoid shape. They are tall, and they have three eyes in the far corners of their faces. That means the left and right eyes are on the respective temple, while the third is at the very grown of the head. They are usually gray-skinned, and the skin has a lot of excess so it can stretch if pinched. Their hands and fingers sport much longer bones, giving it a long shape. The same goes for their feet. So that their eyes do not get irritated, kra 'i' maghull are typically bald. They grow hair mainly on the joins of their skinny bodies. Their eyes are described to be psychedelic.
Kra 'i' maghull dress in sparse covers. Usually a male will have nothing more than a loincloth and a veil to protect from the sun. Females may wear shin coverings, a small poncho to cover the breasts, and a triangular skirt covering. Some are known to wear robes that cover everything, but these are reserved only for those in monastic or high religious positions. Kra 'i' maghull usually decorate their faces with paints to highlight the locations of their eyes. these are always symmetrical patterns, upholding their virtue in balance.
Kra 'i' maghull in their own tongue translates from a dead language to mean "balanced fulcrum." They are a people born in faraway stars in villages that frequent monasteries and temples. Living by their name, they desire to be the center which is harmonious amid the cacophony of others. For a while, some of them believed in a code of tit for tat. Thus, they believed that by responding to violence with violence, they were making equilibrium. However, as the warlords of their world lost power and new invaders came, they saw the error of their ways and devoted themselves to peaceful asceticism.
The kra 'i' maghull have since dedicated their lives to quiet. They still do, and can, practice violence, but only in some specific cases. The mind is now perceived as a better weapon, as it can change or influence that of another. It is said that now, instead of violently taking over the world, the kra 'i' maghull desire to conquer without lifting a finger. Those conquered will be placed under harmonious rule. Once this spreads to every corner of the universe, everlasting harmony and balance will prevail.
Kra 'i' maghull live in monastic or templar orders which are hierarchically constructed. One is instructed in the ways of balance, both physically and mentally. Moderation is key and gluttony is downfall. Ambition is not to be avoided, but balanced with humility. Thus, they are not adverse to things like indulgence so long as it is balanced by an offset. Too much of a good thing is too much of a good thing. Even discipline must be offset by some silliness now and then. As such, they are able to experience many things and build an all-around kind of character. Kra 'i' maghull are considered atheist by many other faiths which are more stringent.
Faith is a big part of kra 'i' maghull life. The monasteries and temples built honor balance as their deity, which is all around, in need of protection. Kra 'i' maghull which are not part of denominations or orders usually eke out livings as peasants. The road to join and order is also not easy, so many parents will save for a lifetime to send their child to a monastery. This is due mainly to the fact that orphans left at a doorstep are not received by any orders. Instead, they would be killed so an acolyte may rise to a higher position, thus balancing death with an elevation of life.
Kra 'i' Maghull Names
Kra 'i' Mahgull names thrive in variety, often based off of that person's religious destiny.
Male: Thandaa, Makrajik, Thuuloo, Jendaar Ter 'Jahan, Gindha, Buddhka, Dhandhay, Raqii' San, Golathantak
Female: Arda, Ouma, Sehheshtranan, Ragi, Grenak, Sharsha, Sastha, Sikha, Rendalaka
Kra 'i' Maghull Traits
Quaint monastic aliens
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1
Age. Kra 'i' maghull often live up to 200 years old, maturing fully at age 50.
Alignment. Kra 'i' maghull tend to have a lawful and neutral alignment due to their adherence to balance.
Size. Kra 'i' maghull are a bit skinnier than humans, but with the same height average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Monastic Training. The path to balance is paved by knowledge of the sides of the scale. You are proficient in the Arcana and Insight skills.
Mastered Body. Pain is information the body can master. You can balance out the damage to your body by concentrating your energies to heal yourself. As an action, you may focus and regain an amount of hit points equal to your level + your Wisdom modifier. You regain use of this trait upon finishing a short or long rest.
Balanced Mind. Your mind is able to swing back from effects that would tip your scales. You have advantage on saving throws against being incapacitated.
Tri-Eye. You have three eyes with a wide area of vision, allowing you to see more of your surroundings. Creatures don't have advantage on attack rolls against you when you are surprised.
Languages. You can speak, read and write Common and one other language of your choice.
Random Height and Weight
|4′ 10″||+2d8||120 lb.||× (1d4) lb.|
*Height = base height + height modifier