Kan

The people of Kanlen are blessed. Millennia ago, when the first Stars to become enraptured by Fire were cast from the heavens to become Dragons, they landed in the marshy country which would eventually become the Kan Empire. Wounded, they were discovered by the humans living there, who restored them to health. In gratitude, the Dragons bestowed their blessings upon the people.

The Kan are a very diverse people, with remarkable variation in appearances. Nearly any eye or hair color can be found among them, though common traits include pale skin and slanted eyes. It is also not uncommon for them to display animal traits, such as very thin scales on the face or hands, fox ears, or short snouts instead of noses. Such are often sneered at by other races, but there exists little or no stigma towards such traits in Kanlen.

  • Ability Score Increase: Your Charisma score increases by 2.
  • Age: The magically altered Kan live slightly longer than most humans, often reaching 120 years of age.
  • Size:
  • Speed: Your base walking speed is 30 feet.
  • Natural Diplomat: You are proficient in the Persuasion skill.
  • Divine Life: You have advantage on death saving throws, and resistance to necrotic damage.
  • Languages: You can read, write, and speak Kan (the formal language of state), Lóng (the enigmatic language of dragons, prone to double meanings), and Tradespeech (spoken almost exclusively with foreigners).

Fūjin

  • Ability Score Increase: Your Strength score increases by 1.
  • Heavenly Wind: You are distantly related to the Scions of of the Four Great Dragons. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Damage Type Breath Weapon
Black Turtle of the North Cold 15' cone (Con save)
Red Pheonix of the South Fire 15' cone (Dex save)
White Tiger of the West Lightning 5' by 30' line (Dex save)
Blue Wyrm of the East Acid 5' by 30' line (Dex save)
  • Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
  • Damage Resistance: You have resistance to the damage type associated with your ancestry.

Hengeyokai

  • Ability Score Increase: Your Dexterity or Constitution score increases by 1.
  • Animal Form: All hengeyokai are actually hybrids with a spiritual being (called a "yokai") which takes the form of a small Beast. This ability functions as a Druid's Wildshape ability, except you can only assume the form of a single CR 0 Beast, chosen at character creation.
  • Speak With Animals: You can communicate with any animal of the same form you chose, as if under a constant Speak with Animals spell.
  • Fey Speech: You know the friends and vicious mockery cantrips. Once you reach 3rd level, you can cast the command spell once per day. Once you reach 5th level, you can also cast the suggestion spell once per day. Charisma is your spellcasting ability for these spells.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License