UrRu (5e Race)
From D&D Wiki
|[Credit: Brian Froud]|
"Ours is the duty of reflection, not intervention." -urZah
Every urRu appears to be ancient, as old as the mountains and the rivers. Their thick, hairy hides are wrinkled and frequently covered in circular, knobby, and spiral patterns. They wear their grey/brown hair long, as cutting it goes against their outlook. urRu voices are raspy and quiet in casual conversation. When they are caught up in song or roused to anger, however, their voice drops into a throaty, resonant tone. Beneath their thick, intricate hand-woven robes, their frames are surprisingly bony but sturdy. Charms and relics often dangle in their hair or from their clothes. Most urRu rely on a special staff to help with their movement. Each staff is unique and is decorated according to its owner's craft.
Four arms sprout from the central body, ending in four long and strong fingers. The visages presented by their long faces often gives off a sense of melancholy and ancient wisdom, as their brown eyes regard the world with a gentleness not displayed by most races. A stout tail trails along behind them as they walk ponderously about.
To be urRu is to be at peace with and accept the universe as it is. The movement of the stars, the blowing of the wind, the falling of the rains and weathering of the mountains... these are all things observed by the urRu as they live with the land. urRu are mostly vegetarian, but will not refuse meat if offered. They prefer to live in their secluded sanctuaries and perfect their craft as the world goes on around them. Violence is always the last resort for an urRu, as their patient temperament does not mesh with the attitude needed to wage war. An urRu would rather take a week to find the best solution than settle for a merely acceptable one. Their lack of initiative and docile nature means that matters of evil within the world have to be brought to their attention if their counsel is to be sought. Once an urRu sets upon a course, however, not even a dragon would be enough to dissuade them from their path. All urRu strongly believe in fate and destiny and are not frightened by the prospect of death. The cutting of bonds is anathema to urRu and so they do not use blades or wedges in their daily lives, even going so far as to chew fibers rather than cut them. When they are pressed to fight, they use simple weapons crafted from natural materials such as slings and staves or even going so far as to fashion stone hammers.
All urRu names are formatted as ur(name).
Famous urRu: urAc, urAmaj, urHom, urIm, urGoh, urLii, urMa, urNol, urSan, urSen, urSol, urSu, urTih, urUtt, urVa, urYod, urYa, urZah
Slow-moving, peaceful, ponderous creatures with six limbs (four arms, two legs), hunched backs and long necks. Each Mystic wears a unique coat or robe worked with spiral patterns.
Ability Score Increase. Their lumbering gait and ponderous natures make them slow to act, but centuries of life have made them knowledgeable about many things and taught them the value of wisdom (-2 DEX, +2 INT, +2 WIS). As normal, you can't increase an ability score above 20 using this feature.
Alignment. urRu represent the compassionate and patient side of the UrSkek personality. As a result, urRu are predisposed toward a good alignment, although their desire to be left alone can see them stray into neutrality. While they strive to maintain the balance of the world, they are neither lawful nor chaotic with regards toward their outlook on society.
Size. Medium size: While the urRu are not very tall, their sheer bulk puts them in the same weight category as dwarves and humans. They gain no advantages or disadvantages from their size, take up a 5X5 space, and have a reach of 5 feet.
Speed. Slow speed (20 ft): The urRu, when they do move, are slow. However, no burden is too heavy for them to carry. They do not take movement penalties when in heavier armor or carrying large loads.
Darkvision 60ft. 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.
Fearless. Their resignation to Fate's will and the natural cycle of the cosmos make them difficult to frighten. They gain a +2 racial bonus on all saving throws against fear or fear effects.
Stability. Their stout stature and patient nature make them difficult to move when they do not wish it. urRu have a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Stubborn. Once an urRu has set their mind to a task, nothing short of divine intervention or natural disaster will sway them. urRu receive a +2 racial bonus to Will saves against spells and spell-like abilities of charm and compulsion effects. If an urRu fails a save against such an effect, he can attempt another save next round at the same DC.
Focused Study. urRu may not have a diverse skill set, but centuries of practice have made them masters of their own craft. They receive Skill Focus as a bonus feat at levels 1, 8, and 16. They may apply them to any skill of their choice.
Shards of the Past. Whether they know it or not, urRu are haunted by their past selves and the missing half of their souls. During character creation, an urRu may pick any two Knowledge skills. They receive a +2 racial bonus to both skills, and these skills are treated as class skills, no matter what class the urRu takes.
Skill bonus (Survival). No matter what path an urRu chooses in life, all receive at least basic training in the healing arts and how to fend after themselves in the wilderness, away from the comforts of civilization. All urRu characters receive a +1 racial bonus to Heal and Survival skill checks.
Terrifying Croak. When an urRu is moved to sing in their powerful, baritone voices, the ground shakes beneath their feet and the very air resonates. Once per hour as a standard action, an urRu can let loose their voice. Any creature that is not an Outsider (Native) must make a Will save (DC 10 + 1/2 urRu's level + urRu's Charisma modifier) or be shaken for 1d4 rounds. Any creature that makes its saving throw cannot be affected by the urRu's voice for 24 hours. Creatures that were already shaken instead become frightened for 1d4 rounds. This is a sonic, mind-affecting effect.
Multi-armed. Somehow, the urRu grew an extra pair of arms when the urSkeks were split in two. They take full advantage of this, creating complicated musical instruments and multitasking while crafting. All urRu possess four arms which can wield weapons.
Languages. You can speak, read, and write Common and one other language of your choice.
Alchemist: Some urRu practice alchemy to become herbalists and healers, primarily using the art to heal and strengthen the body, mind, and soul.
Bard: All urRu have powerful voices, but there are those among them who train to make their voices even deeper and stronger. Master of the art are said to be able to shake the ground beneath them and can be heard from miles away. Most urRu bards dress simply rather than ostentatiously, hoping to surprise those unaware of their power.
Cleric: urRu do not worship any god, despite recognizing them as superior beings. Instead, urRu clerics choose to tap into either the power of light itself or the underlying Song of Creation. Wherever they make their presence known, they are famed as the greatest healers the world has ever seen.
Druid: While still keeping a respectful rapport with plants and animals, urRu druids focus more on the elements themselves. Earthquakes, lightning bolts, the furious downpour... these are the tools of an urRu druid roused to defend its home. Being guardians of the land, they take only what is necessary and are the food gatherers for their kin.
Fighter: Only rarely is an urRu dedicated to walking a more martial path. Those that do, however, can draw upon centuries of training, making them far more dangerous than they seem. Their four arms allow them to strike opponents precisely and from different directions. Rarer still are those who practice archery, becoming patient and deadly snipers to protect others. urRu favor lighter armor, although sometimes they will trade with other races for armor made of stone or wood.
Monk: Centuries ago, the urRu practiced monkish techniques and discipline to better center themselves and seek inner peace. Most today no longer practice this tradition, but those few who do are some of the world's oldest and wisest monks. urRu monks only engage in violence to save others and prefer to use their ki in more subtle ways.
Wizard: Not all urRu occupy themselves with crafting or training. Some prefer to study the heavens or natural signs, becoming masters of divination. Treating their own power with respect, they are capable of teaching great magic to those who prove themselves worthy.