Na'kii (5e Race)
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Doom to those who command the night. We are the ones to combat evil's might,We are Na'kii, and we will fight.
|A green na'kii by Extrio|
Na'kii are humanoids with properties of nature all about their bodies. Usually, they have some kind of animal ear, and wood or stone coating their arms, and some animal tail. They often have some kind of tattoo like mark on their face down to their bodies. Their hair is usually green, red, white or grey, as these are the four varieties of subraces. Na'kii eyes are usually the color of auburn stones like topaz, or even golden. However, they always appear to have a green light.
Green na'kii have tiger traits and dark green wood covering their arms. They are usually covered in leaves and their hair and fur are shades of green. Red na'kii have avian traits and sport redwood on their arms. Their ears are lined with feathers and their faces are more angular and pointed, like a bird's beak. White na'kii have polar ursine qualities and very very thick fur. Their arms are coated with ivory wood. Grey na'kii are the only subrace with stone arms. They have the animal traits of reptiles and so do not have easily spottable ears.
The spirits of the woods needed a guardian to protect them. In their time of need, they chose to make their own champion: the ancestor of the na'kii. This nameless champion, and those created after it, became the guardians for nature which needed it. Acting as the protectors of nature against the ancient wars of the gods, they watched the world form and races rise and fall from the woodlands. After the gods drew out of the world, civil war erupted within the na'kii armies over what to do in an era of newfound peace. There were those that wanted conquest, others, infrastructure, and so forth.
Eventually, to still the infighting, they collectively chose to separate and scatter into their factions. Some began learning arcane magics in the frosty areas of the world. Others chose to wander the forests and live as keepers of nature's wrath. What remained of the na'kii in their original place of the High Forest chose to stay vigilant against the creatures beyond the Material Plane. They are still there to this day. Though broken apart by the ancient disagreements of the old people, they still will rise to combat the darkness if the need should arise.
Na'kii no longer live together as they once did. The subraces split adopted different factions as their rallying cries and each operate a slightly different civilization. Green na'kii dwell in and around caves in forests. They are very attuned to nature and subsist off the land. Red na'kii also live in the forests, but they are much more of a hunter based society. White na'kii live in cold tundras and elevated steppes where they migrate as nomads. They are known for a monkish and ascetic way of life to enhance their mental states. Grey na'kii live within the High Forest as they did years ago, still being the wardens of the wildlife there.
Na'kii name themselves when they come of age at 13, usually after words in their language for things in nature, like berries, types of trees and animals.
Male: Pahana, Lallo, Tatoga, Honnan, Nadi, Ahinga, Chiwal
Female: Urrica, Enollah, Sarali, Adsia, Yoomee, Hinton, Tulali
A race of humanoid forest guardians
Ability Score Increase. Your Charisma score increases by 1.
Age. Na'kii reach maturity at the age of 13, and live about as long as humans tend to be.
Alignment. Na'kii are a people of tradition, truth, and law, and thus tend to be on the lawful end of the spectrum.
Size. Na'kii reach the average height of about 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Na'kii developed nocturnal vision to properly guard at night. 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.
Nature's Guardians. You are proficient in the Nature skill.
Languages. You can speak, read, and write Common.
Subrace. Choose from the green, red, white and grey na'kii subraces.
Green na'kii are common dwellers by forest caves. They are very friendly and attuned to nature and its inhabitants.
Ability Score Increase. Your Constitution score increases by 2.
Wild Sense. You have a special way with animals of nature. Whenever you make a Wisdom (animal handling) check related to the taming of an animal, you are considered proficient in the animal handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Utilization of Nature. Nature's bounty and its uses come easy to you. You are proficient in the herbalism kit.
The Red na'kii are a wild, untamed race. They tend to ignore the other races, instead preferring their own people. They travel the world and hunt in the wild forests. Guardians of the hunt and scions of the woods.
Ability Score Increase. Your Dexterity score increases by 2.
Wild Spirit. Being free-spirited makes you more averse to influences that might seek to manipulate you. You have advantage on saving throws against being charmed.
Hunter Track. You know and can cast the hunter's mark spell at will. You must finish a long rest before using this trait again.
These cold and calculating na'kii seclude themselves in sparse lifestyles to boost their mental abilities so as to better augment their magic capabilities.
Ability Score Increase. Your Wisdom score increases by 2.
Scions of the North. You know the ray of frost cantrip and can cast it at will.
Ascetic. Long bouts of fasts to enhance your mind has elevated your body from this world a bit. Your food and drink requirements are halved.
As a Grey na'kii, you have an ancestral hatred of creatures not of the Material Plane. They train for most of their lives to be weapons against the creatures of darkness and the peculiar races of the Feywild. They are defenders of the world as a whole, and dedicated to their path.
Ability Score Increase. Your Strength score increases by 2.
Na'kii Weapon Training. You have proficiency with the shortsword, rapier, shortbow, and longbow.
Hunter of the Unnatural. As an action you can open up your senses to the world and sense if there are any creatures with the fey, celestial or fiend creature type within 30 feet of you. You get only a vague sense of their being there and not their location or identity. You must finish a long rest before using this trait again.
Random Height and Weight
|5′ 0″||+2d8||100 lb.||× (1d6) lb.|
*Height = base height + height modifier