Kumakin (5e Race)
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"They have such small rounded ears on top of their heads..." The hunter chuckled. He has finally tracked down a rare Kumakin cub, as he pulls his bow back he hears a twig snap behind him, he doesn't have time to turn around. "Every little cub, has its mother's teeth to protect it." -Buckthorn Orchis Kumakin Historian
Kumakin are humanoid creatures with the features of a bear, with the dexterity to wield weapons in the rare situations that call for it. Their ears and tail can be any color from dark brown to white and in some circumstances have even been seen in gold. Kumakin have been recorded to stand 7 feet all the way up to 11 feet and can weigh in excess of 550 lbs. Their eyes carry a veracious predatory stare that can shake the nerves of even the most tranquil monk.
The kumakin's earlier in their history were more open towards other creatures, willing to trade and socialize, however as wars with between religious factions tore nations apart kumakin refused to fight for any side, stoically remaining neutral in any wars that proceeded. This let to the Kumakin race developing a disdain for any kind of religion, and their generally desire to be left alone. They have continued to migrate further and further away from any kind of civilization as generations pass, living in some of the most exotic and hard to reach places imaginable. Kumakin have been found in all kinds of environments, because of this you can never quite know when you could walk into kumakin territory. There have even been recordings of Kumakin turning up in snow, rain forest and deserts.
Kumakin are almost entirely family sustained, with only a few cases of 2 or 3 tribes working together to survive, particular harsh winters. Kumakin are a completely atheist race, choosing to celebrate feats of strength and intelligence of local heroes, rather then gods that they can't see or trust. They do however breed for life and are very loyal and protective of their significant other. Kumakin generally only socialize with local tribes and others it has grown up with, it is not unheard of for not only outsiders but also other kumakin to be completely torn to shreds when entering territory. Kumakin however can be exiled from their tribe, this is uncommon but not unheard of, in these rare situations kumakin have been known to try to socialize with other humanoid creatures particularly minotaurs, bearon and lionfolk.
Kumakin name their children after things in nature that are strong (Male) or beautiful (Female).
Male: Flood, Gust, Roc, Mountain
Female: Lily, Orchid, Mist, Wind
Savage humanoids with bear-like strength and ferocity.
Ability Score Increase. Your Strength score increases by 2.
Age. Kumakin reach maturity at 9 and can live to be 120 or so.
Alignment. Outside of some exiled kumakin, the whole kumakin race are almost exclusively neutral.
Size. Kumakin grow to between 6 and 9 feet in height, and weigh and up to 800 bs. Your size is Medium
Speed. Your base walking speed is 25 feet. Kumakin can also move on all four legs (provided both hands are empty) which increases their speed to 40 feet, although they can't fight while on all fours. It takes 15 feet of movement during combat to stand up again.
Unnerving Gaze. You can focus your Unnerving Gaze on a creature within 10 feet that you can see. The creature must make a Wisdom saving throw. The DC is 8 + your proficiency bonus + your Charisma modifier. On a failure, they are paralyzed until the start of your next turn. You can use this trait once, and regain the ability to use it after completing a short rest.
Domineering. You have advantage on all Strength ability checks, due to kumakin's great size.
Menacing. You are proficient in the Intimidation skill.
Hunt management. Due to kumakin's great size you have disadvantage on all Dexterity (Stealth) checks.
Languages. You can speak, read, in Common, and one more language of your choice. However you lack the ability to write.
Subrace. Tribal and Exile
You are close with your family and attuned with nature
Ability Score Increase. Your Wisdom score is increased by 1.
Settler. You can show your more caring side to gain advantage on one Charisma (Persuasion) check. You regain the ability to use this trait after completing a long rest.
Comforts of Home. As you feel comfortable with your tribe around you, you grow to a larger size. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Medicine. You gain proficiency with the Medicine skill.
You are now alone, however Kumakin dont give up you will learn to survive.
Ability Score Increase. Your Constitution score is increased by 1.
Leader of the Pack. As you are such a dominating figure in battle, you add your Constitution modifier to initiative rolls.
Maul. You can jump 15 feet and use your action to make a maul attack. It is a melee weapon attack that deals 1d8 piercing damage. You are proficient with this weapon.
Random Height and Weight
|Sub-race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Tribal||7′2″||+3d12||680 lb.||10 × (5d10) lb.|
|Exile||6′0″||+3d10||300 lb.||10 × (5d10) lb.|