O'korn (5e Race)
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We had been left alone on that continent for years, living in the lowlands below the plateau until one day, there was a flash of light, and everyone was gone... -Argus Alrick, surviving member of O'korn royalty
O'korns would appear as completely human, being around the same average height and weight as one while also having skin tones similar to them. The factor that sets o'korns apart from humans is the watermark set upon them. O'korns have a natural affinity to water and a deep connection to the elemental plane of water, a blue mark is placed upon every o'korn child and that decides their role in o'korn society. This watermark is deep blue and varies in appearance. An o'korn is always born under the light of the stars and moon, no child being born under the sun. The Player can decide what their watermark looks like.
The nation of O'korn was located on a small grassland continent located far off and now lost in the mists of the sea. It was a rich land of rolling green hills and flowing rivers, most towns and cities had no walls because they had no natural predators strong enough to pose a threat. Most o'korns lived near the adjacent oceans or by rivers that opened up into larger bodies of water. Needless to say, they were a prosperous people. However, this all changed many years ago. A sorcerer king unknown in name stood atop the plateau overlooking the grasslands of O'korn, army at his back; but they were there for show. This man did not speak a word and did not send a single soldier, he simply raised his hand and from the sky came the wrath of god. The clouds roared, the sky grew dark, and what could only be described as a shriek that shattered the air sounded as a pillar of fire struck the central city and engulfed all of O'korn with its blast. The land was left a blasted, barren wasteland; no life would ever grow there again. Those that survived fled to distant lands by boat, those that didn't flee must've surely perished. This sorcerer was never seen again by the o'korns, but his memory is burnt into their minds.
O'korn society was determined by a watermark on the body of a child. These marks carried with them certain abilities and traits that determined what sort of jobs people could do and it was tradition to follow them. Society was split into four sections:
- Royalty had an ornate watermark that went all down their backs and granted them uncanny charisma and command of the waters.
- Waterspeakers had a mark under their right and left eyes that granted them increased foresight and magical powers.
- Soldiers had a mark on their left arm that granted them increased endurance and healthy lives.
- Sailors had a mark on their chest, with it they would never be lost and never drown.
O'korn society did not discriminate against its classes, for everyone played a part in keeping the city and community going.
An o'korns name is a sacred matter and besmirching one's name is a severe offense to the o'korn. The starting syllables of one's name are directly affected by the water born near. Male names are as follows: Ar is for the ocean, Er is for the river, and Fa is for a lake or pond. O'korn names always start with these three syllables. Female names follow the same conventions but have different syllables: Ei is for the ocean, Ka is for the river and Ann is for the lakes and ponds. The later syllables of one's name are determined by the parents of the o'korn and can be anything.
Male: Argus, Ernir, Fannis, Artyr, Eriza, Fanun
Female: Eirin, Eina, Kanna, Kayra, Annira, Annuha
An o'korn is strong in both body and mind, their watermark making them more durable than most.
Ability Score Increase. Your Constitution and Charisma score each increase by 1.
Age. An o'korn reaches maturity at the same rate as humans but an o'korn can live up to 200 years before their body returns to the waters which they were born from.
Alignment. Because of the o'korn traditions of loyalty to the city and their general good-hearted nature, they tend to be lawful good; but some o'korns are vengeful and consumed by hatred, allowing them to be chaotic evil as well.
Size. O'korns vary in height, being anywhere from 5'8 to 6'7 and weighing between 180 and 260lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Blessing of Pure Water. An o'korn's watermark is a blessing from the elemental plane of water, with it their body is always pure and healthy. You are immune to diseases.
Ocean Settlers. O'korns are widely known as both pirates or settlers, so your appearance has a certain air to it. You are proficient in either the Intimidation or Persuasion skill.
Sea Raid Tactics. While on or in water, you do not suffer the detrimental effects of underwater combat.
Languages. You can speak, read, and write Common, and Aquan.
Subrace. You can choose between Royalty, Waterspeaker, Soldier, and Sailor as your subrace.
A royal o'korn has the greatest blessing of the sea and has various bonuses.
Ability Score Increase. Your Charisma score increases by 1.
Crashing Waves. You can use your action to conjure a crashing wave of royalty. This produces a 5 by 30-foot line dealing bludgeoning damage. When you use your Crashing Wave, each creature in the area of the effect must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and is knocked prone. The creature takes half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Royal Aura. You can cast the bless spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Command of the Waters. As an action while in water, you can ask for the blessings of the water to double your swim speed for 1 minute. You can use this feature once and regain uses of it after completing a long rest.
A waterspeaker is blessed by the waters and has command over them.
Ability Score Increase. Your Wisdom score increases by 1.
Water Whip. As an action, you can strike a creature within 30 feet with a whip of water. This attack uses your Wisdom modifier for its attack and damage modifier and deals 1d10 bludgeoning damage on a successful hit. The damage for this attack increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. Once used you cannot use it again until you have completed a short or long rest.
Revitalizing Waters. As an action, you can place your hand on a creature and restore hit points equal to your level. You regain use of this trait after you completed a long rest.
Wet. You always seem to be damp or slightly wet. You are resistant to fire damage.
A soldier is also a worker in o'korn society, and so they have heartier souls than the others to keep the cities afloat.
Ability Score Increase. Your Strength score increases by 1.
Worker's Proficiency. You are proficient in your choice of carpenter's tools, leatherworker's tools, mason's tools, smith's tools or woodcarver's tools.
Soldier's Will. An o'korn's strength to fight and survive is indomitable. If you would be reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point. You can use this feature once and regain uses of this feature after a completed long rest.
Hard Days Work. A soldier o'korn's hit point maximum increases by 1, and increases by 1 every time you gain a level.
O'korns are master sailors, and the seas are a treacherous place. A sailor is quick-witted and quicker with a blade.
Ability Score Increase. Your Dexterity score increases by 1.
Tidal Rush. As an action, you can rush forward in a straight line a distance equal to twice your walking speed, afterward, your speed becomes 0. All creatures in your path must make a Constitution saving throw or be knocked prone. The DC equals 8 + your Constitution modifier + your proficiency bonus. You can use this feature once and regain uses of it after completing a short or long rest.
Sea's Favor. A sailor is at home on a boat or by the water. You can never lose your sense of direction and you can always tell what time it is while at sea. In addition, you can breathe both air and water.
Water Blade. An o'korn at sea is never without a weapon. As a bonus action, you can conjure a longsword from a nearby source of water. This sword lasts 1 minute when held by you before becoming water again. In addition, as an Attack action, you may make a ranged attack with it targeting a creature within 30 feet of the water and dealing 1d8 + your Dexterity modifier. You can use this feature once and regain uses of it after completing a short or long rest.
Random Height and Weight
|5′ 8″||+1d10||180 lb.||× (2d6) lb.|
*Height = base height + height modifier