Makkin (5e Race)

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Makkin[edit]

Physical Description[edit]

Makkin are a race of small fey kin that resemble bipedal animals. Although their faces are not shaped like humans, they have very expressive features that easily show emotions. Most come in the forms of cats, dogs, racoons, rabbits, mice, and red pandas. Although rare, some appear in other forms such as bears or boars. Though they may physically look like animals with humanoid structure who walk upright, they are closer to fey, and other such magical creatures. They are in effect descendants of spirits blended with the essence of animals and druidic elves and humans. Infact their spirit is often what decides their shape and features upon being born. As such it's not common, but not unheard of for a pair of Makkin resembling a wolf and a cat respectively to give birth to a Makkin with mouse features. Many races refer to Makkin as "earth bound forest spirits" because of this. Regardless of what animal they resemble Makkin almost universally share a number of physical traits. They are squatly built, something of a middle ground between Halflings and Dawrves. Weither they have hooves, or paws on their hind legs their front paws always end in stubby, fingers which may or may not have claws. If it does, a Makkin's claws are always retractible. They are also as universally furry as the animal they take after, with expressive, soulful eyes.

History[edit]

Long ago in the Scarlett Wars the goddess Ellia blended the sprits of her druids with the souls of fey, and woodland beasts into stalwart defenders of her forests realms. The wars ended in the utter defeat of Ellia's forces, along with the destruction of most of her forests. Centuries later the descendants of her surviving defenders have come to be known as Makkin. Simple people who keep to themselves for the most part, save a few societal outliers.

Society[edit]

Makkin, for the most part, live simple lives in their own villages and towns, quite content to be ignored by the outside world. Many think of their race as a hope or wish brought to life which fell short of it's mark, and are now happy to live their lives in simple comfort, and whatever else comes their way. Yet among them are some that are said to possess the "Ellia sprit". These Makkin tend to have a thrust for something beyond themselves, to do greater in the world. This usually expresses itself in some form of adventuring. These Makkin are usually looked on with something of a sympathetic disappointment by the rest of their society. Most believe it to simply be the fighting spirit of their lost goddess expressing itself with nothing to fight. And those among them that quest may have difficulty arguing that sentiment, if they even care to at all. Once acting on a vision however Makkin are stalwart companions. What they lack in stature they more than make up for in quickness, wisdom, and bravery. Makkin are fiercely loyal to those that are kind in nature, or have earned their trust.

Makkin make their homes and villages typically far from settlements of other races, but never far from forests or wooded areas with Rivers and fields. No matter how bold and adventurous a Makkin may get, they are always most at home in the presence of vibrant nature. Anything they build is rarely taller than two or three stories, and built with simple materials such as wood, brick, stone, and cob. A typical Makkin building serves it's purpose well, and not much else.

Makkin Names[edit]

Makkin are somewhat frugal with the naming of things, themselves included. Some have names derived from ancient Druidic, or Elvish. While others have adopted common names from folk they enjoyed the company of. A Makkin taking or blending the name of a friend is near unparalleled show of trust, flattery, and affection. Others still may have names for no other reason than they find it pleasing to their ears. Makkin are typically given a birth name corresponding to their family lineage, and a youth name to be known by until adulthood. Upon coming of age a Makkin chooses a name for themselves as part of a rite of passage. Makkin may have masculine or feminine sounding names to outsiders but they almost never give names based on sex, as to them a name is something meant to represent ones character and spirit.

Birth Names Whisperfoot, Bigpaw, Elisar, Maniiy, Keeneye, Moug, Gardener, Treetumbler, Strongfang, Steadypaw,

Taken names Bellet, Seeker, Kapori, Mayflower, Scarfur, Abelya, Ghost, Trem,

Makkin Traits[edit]

Makkin are small bipedal fey-kin with animal features, and expressive faces.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma or Wisdom score increases by 1.
Age. Makkin reach maturity at around the age of 15. Beyond this however they age very slowly, retaining their youth well into their first century, with some living to beyond 350.
Alignment. Makkin tend towards Good alignments, with a sway towards neutrality. An Evil Makkin is unheard of, with the worst of their ilk tending towards strong indifference(With no shortage of grumpiness). They are typically jolly folk with a penchant song, good stories, and harmless, albeit frequent mischief.
Size. Makkin stand approximately 3 and a half feet tall. With some exceptions being on the larger and smaller side. Most weigh between 45 and 70 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet and you have a climbing speed of 20 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.
Keen Senses. You have proficiency in the Perception skill.
Strength of a Fallen Goddess. You have advantage on saving throws against being frightened or charmed.
On All Fours. Makkin typically are squat in body structure. When you are prone you have a crawling speed of 40 feet. You cannot benefit from this speed if your hands are not empty.
Speech of Beast. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can read, write, and speak Common.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 2″ +2d4 40 lb. × (1d4) lb.

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


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