Tzaangors (5e Race)
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Tzaangor (5e Race)
Tzaangors are humanoids who have been warped by the dark god Tzeentch into their current forms. They possess bluish taut skin with tiny zit-like feathers growing from their chests, shoulders, and backs. They have sharp beaks, goat-like horns, and will have either talons or hooves for feet. It is unknown whether or not any female Tzaangors exist.
The most common way for a Tzaanogr to be created is for it to have been experimented upon by another follower of Tzeentch. Other times, Tzeentch himself may turn one or more mortals of his choosing into Tzaangors should they wander into an area where a "warp storm" is occurring. Some still are simply born as Tzaangors, but this is only the case when an entire world has been particularly bathed in Tzeentch's power. Due to the diverse range of ways a Tzaangor can come into being, the history of the species as a whole is difficult to trace. Disjointed as this may make them seem, however, Tzaangors are quite united in their purpose to serve Tzeentch, and care not who they work with so long as their blades are used in the service of the god of fate and scheming. When supported by allies, herds of Tzaangors have been known to prosper far more than their savage exteriors would suggest, and their numbers only grow so long as the madness they spread continues.
A Tzaangor typically will only have one goal in their life: to hoard as many relics and artifacts together as they can. Tzaangors possess an innate instinctual desire to do this, believing that they gain the favor of Tzeentch with every find. The truth of the matter, in fact, is that this is absolutely true. When a Tzaangor has amassed enough knowledge, it is not rare for their god to take notice and grant them a boon. Tzaangors who survive the surge of power granted to them by Tzeentch are blessed with an innate understanding of fate and are granted discs of Tzeentch upon which they may ride into battle. Still more revered are the Tzaangor shamans, who serve as leaders and oracles to their kind. More often than not, to requisition the aid of a Tzaangor herd one must strike a bargain with a Tzaangor shaman.
Typical Tzaangor attire generally consists of a stomach-guard that does not go above the pectoral region, bracers worn around the wrists, and either a loincloth or scale mail skirt. Several variations exist on this design. Enlightened tend to wear more ornate designs of this armor, whilst shamans typically wear robes instead.
There is no documentation on whether or not Tzaangors have names of their own, or if they even take names.
Medium bird/goat humanoids
Ability Score Increase. Your Charisma increases by 2, and your Intelligence score increases by 1.
Age. It is unknown at what rate Tzaangors age or if they age at all. All that is known as that they have no "infant" or juvenile state.
Alignment. Tzaangors strongly lean towards chaos, and they also lean toward evil. Exceptional circumstances may allow a Tzaangor to retain a moral compass, however.
Size. Due to the nature of their metamorphosis, Tzaangors do not vary very much in size. They typically stand about 6'. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Savage Beak. Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Aura of Dark Glory. Tzeentch's blessings offer you some protection from harm. When unarmored your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Seekers of Relics. Your innate desire to seek artifacts and magic gives you proficiency in your choice of arcana or religion. In addition, you know the spell identify, and may cast it once per long rest.
Languages. You can speak, read, and write Common, and one other language of your choice.
Random Height and Weight
|5′ 10″||+1d6||110 lb.||× (2d4) lb.|
*Height = base height + height modifier
Tzaangor Class Suggestions
As they serve Tzeentch the god of fate, knowledge, and scheming, Tzaangors will heavily favor the use of magic or sorcery at least in some capacity. Fire magic is a staple of Tzeentch, as is any magic that affects time, space, or the mind. Illusion spells would also be very popular. A Tzaangor paladin or cleric would most likely favor the oath of treachery and trickery domain respectively. Of course, something else to consider is that most Tzaangors never gain enough knowledge or status to use magic in the first place. Still other (though rare) Tzaangors might reject Tzeentch entirely and form their own ideas and philosophies, though for the majority this simply will not be true.