Xaniiri Hunter Image

Origins:

The Xaniiri people belong to the world of Xaniir — a primitive world filled with titanic beasts. Their people, regardless of race, are incredible hunters who have done so for millennia. Despite friendly relations amongst all races, their settlements are scattered across the world and tend toward isolation. They often wander in small groups known as "Hunting Parties", each intent on felling the "Titan Beasts" and earning their name on the sacred "Wall of Heroes" — an ancestral calling of the highest order.

Society:

Xaniiri Humans don't build permanent cities, however they do construct ceremonial locations known as "Initiation Sites". They live in small townships, nomadic camps, or travel in small caravans, making their homes amongst the landscapes more protected and domesticated settings. hunting is their way — their songs often detail great hunts of the past, and the heroes who felled the "Ultima Beast", prophecy, and personal stories.

  • Seers & Weavers serve as sages, using natural herbs and in rare cases druidic magic to predict the behaviours and locations of great beasts.

  •  

    Hunters are the backbone of the society, generally providing food, crafting materials and medicines for their own, they are known to travel far and wide in search of anything they require.

  • Elders serve as the central figures in all Xaniiri cultures, they are the retired hunters of the past generation and serve as mentors and teachers to new initiated hunters, passing down the knowledge of individual beasts and tactics with which to fell them safely.

  • Heroes are those of whom the folk songs are sung. They're renown reaches across the cultural divide and as such they are treated as royalty. Only one who has felled a "Titan Beast" can earn this title, and only 21 Heroes have ever inscribed their name upon the "Wall of heroes". 
  • Titan beasts are creatures of abnormally gargantuan size capable of changing the very landscape with their footsteps. generally hibernating for decades, even centuries, these creatures rarely make an appearance. However when they do, colossal shifts in animal behaviour is noted and hunting parties from across the world flock to meet the beast head on.
  • Initiation Sites are the home of the Hunter Guilds, Coalitions of Old and new hunters that serve as authorities within the Xaniiri traditions. They are responsible for the education and training of new hunters as they come of age.
  • The Wall of Heroes is an ancient stone structure, resembling a gigantic scapula (Shoulder bone) that juts from the central rise of the northern most Isle of Dragos. Upon which 21 names have been etched, these are the names of the 21 Heroes who felled the Titan Beasts of old.
  • Ultima Beast was a creature that is said to be the very land the people of Xaniir walk upon. A Titan Beast so large and ferocious no single hunter could ever hope to have succeeded in hunting it. It is said that the first 5 Heroes or "Legendary hunters", those of whom all faiths on Xaniir are derived, banded together and using all the might of the stars themselves hunted the beast into extinction. 
  • Legendary Hunters are said to be the 5 deities who felled the Ultima Beast at the beginning of Xaniir history, establishing the Hunter cultures around their personal tenets and creating "The Association", The longest serving "Hunter Guild". 
  • Hunters Guilds like The Association are independent factions that serve as the leading authority on hunting and the creatures to be hunted. They offer contracts to willing hunters to be completed for either gold or materials useful in the crafting of hunting gear.
 
Skill Proficiencies: Choose two from among Nature, Medicine, Acrobatics, and Stealth
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools
Equipment: A set of Armor and a Weapon appropriate to your class and a pouch containing 20 gp.
 
Feature: Nature Craft

The world around you and its creatures provide everything you require. You have the ability to craft unique weapons from the remains of any creatures you kill. Upon creation of a specified item (i.e. Mbielu leather Armor) the parts are converted into its equivalent equipment item (i.e. Dragon Bone - Warhammer or Dragon Scales - Dragon Scale Armor) using the Creature-Crafting Table. (To be provided in future update). Also upon crafting the item you may roll [roll]1d10[/roll] to determine the quality of craftsmanship. 

Roll [roll]1d10[/roll] and refer to the table below.

On a roll of 1 to 5: Crafted item is of Common quality and use the base stats of its typical 5e counterpart.

on a roll of 6 to 8: Crafted item is of Uncommon quality and gains 1 effect from the effect list (i.e. Toxic -- Attacking creatures take [roll]1d8[/roll] Poison Damage.)

On a roll of 9: Crafted item is of Rare quality and gains 2 effects from the effect list. 

On a roll of 10: Crafted item is of Legendary quality and gains 3 effects from the effect list (as above).

Effects; (dependant on weapon type)                                                                                                                                  

  • Light  Footwork -- Increase walking speed by 5ft.            
  • Threatening -- Increase Melee attack damage dealt to Large creatures by [roll]1d6[/roll].
  • Spring Stepped -- Increase jump height by 10ft.
  • Stabilised -- Gain advantage on saving throws against actions that would inflict the Prone condition.
  • Artillery -- Increase Ranged attack damage dealt to Large creatures by [roll]1d6[/roll]. 
  • Crushing Blow -- Increase Melee attack damage dealt by [roll]1d6[/roll].
  • Good Eating -- Once per Long Rest, gain [roll]1d6[/roll] temporary Hit points.
  • Blasting -- On hit, Target and attacking creature must succeed a DC 16 STR saving throw, or be knocked back 10ft.
  • Immovable -- Gain advantage on saving throws against actions that would move you against your will.
  • Thick Skinned -- Gain Immunity to the Bleeding condition, movement speed reduced by 10ft.
  • Rot Resistant -- Gain Resistance to Necrotic damage.
  • Blindsiding -- Increase Ranged attack damage by [roll]2d6[/roll] when made from Stealth. 
  • Climbing -- Increase Climbing speed by 15ft.
  • Deep Breathing -- Can breathe underwater. 
  • Hard Hitting -- Reduce number required to Critical Hit when using Melee attacks by 1. 
  • Armoured -- Increase AC by +2.
  • Sighted -- Reduce number required to Critical Hit when using Ranged attacks by 1.
  • Blessed -- Increase all damage dealt to Undead targets by [roll]1d8[/roll].
  • Anti-Dragon -- Gain advantage on saving throws against Dragon Breathe Weapon attacks.
  • Dragon Slayer -- Increase all damage dealt to Dragon targets by [roll]1d8[/roll].
  • Foul -- Creatures that attack the wearer must succeed a DC 13 CON saving throw, on fail attacking creature is immobilized until the end of its next turn.
  • Deafened -- Grants Immunity to the Deafened condition.
  • Toxic -- Attacking creatures take [roll]1d8[/roll] Poison Damage.
  • Poison Resistant -- Gain resistance to Poison damage.
  • Poison Immune -- Gain Immunity to the Poisoned condition. 
  • Double Drawn -- You can make a second Ranged attack as a Bonus Action.
  • Evasive -- Gain advantage on all DEX saving throws.
  • Studied -- This armour has [roll]1d4+2[/roll] charges. Once per Short Rest, you may expend 1 charge to regain 1 Levelled Spell Slot. Charges do not replenish.
  • Fire Resistant -- Gain Resistance to Fire Damage.
  • Flaming -- Attacks deal an additional [roll]1d8[/roll] Fire Damage on successful hit.
  • Focused -- Once per Long RestSpell Attack damage is increased to the maximum rollable amount.
  • Tanking -- Once per Long Rest, when your Hit Points would fall to 0, reduce to 1 instead.
  • Fortified -- Gain resistance to all Melee Damage, also reduce movement speed by 15ft.
  • Guarding -- Once per round, If a friendly creature would be targeted by an attack, you may choose to change that target to yourself.
  • Handi-crafter -- When crafting equipment, increase the rolled outcome by +1.
  • Healthy -- Increase CON score to 17 (No change applied if CON already 17+)
  • Fire Immune -- Gain Immunity to Fire Damage, Gain Vulnerability to Cold Damage.
  • Heavy Artillery -- Target must succeed a DC 16 STR saving throw, on fail target is knocked Prone.
  • Heroic -- When health is below 50%, increase all Non Spell Damage by [roll]2d6[/roll] on successful hit.
  • Cold Resistant -- Gain Resistance to Cold damage.
  • Freezing -- Attacks deal an additional [roll]1d8[/roll] Cold Damage on successful hit.
  • Initiating -- Initiative rolls are increased by +5.
  • Iron Skinned -- Gain Resistance to non magical Slashing and Piercing Damage.
  • Unbreaking -- Gain Resistance to non magical Bludgeoning Damage.
  • Striding -- Gain double movement speed. 
  • Cavalry -- While Mounted, Increase AC by +3. While not mounted Increase AC by +1.
  • Maximum Might -- Increase STR score by +2, up to a maximum of 21.
  • Quick Draw -- When using an Attack Action, you can use a Special Action to make a second attack with this weapon.
  • Paralyze Resistant -- Gain Resistance to the Paralyzed Condition.
  • Paralyzing -- Target must succeed a DC 15 CON saving throw, on fail target is Paralyzed. Target makes another saving throw on their turn until they succeed.
  • Peak Performance -- Upon leaving into Initiative, gain [roll]3d6+4[/roll] Hit Points.
  • Piercing -- Increase Piercing Damage by [roll]1d12[/roll] on successful Hit.
  • Recovering -- Upon entering into Initiativegain [roll]3d6+4[/roll] Hit Points.
  • Resenting -- Creatures attacking the wearer take [roll]2d4[/roll] Force Damage.
  • Resuscitating -- When healing an unconscious target, target regains Hit Points equal to the maximum rollable.
  • Hounding -- Your Summon, Familiar And Pet Attacks apply your Proficiency bonus to both the Attack and Damage the results.
  • Scholarly -- Armour has [roll]1d4+3[/roll] charges. Once per Short Rest, you may expend 1 charge to cast a second cantrip. Charges do not replenish.
  • Concussive -- On Critical Hit, Target must succeed a DC 10 + (your spell save modifier) saving throw, on fail the target is suffers the Unconscious Condition.
  • Pugilist -- Unarmed Attacks deal [roll]1d12[/roll] increased Bludgeoning Damage.
  • Sharpened -- Slashing Attacks deal [roll]1d12[/roll] increased Slashing Damage.
  • Spreading -- Ranged Attacks can target 2 creatures, applying the damage roll to both targets.
  • Stealthy -- Gain Advantage on Stealth Checks and Saves.
  • Thunder Resistant -- Gain Resistance to Thunder damage.
  • Thunderous -- Attacks deal and additional [roll]1d8[/roll] Thunder Damage on successful hit.
  • Webbed -- Increase Swim speed by 15ft.
  • Waterlogged -- Attacks while in water deal an additional [roll]1d10[/roll] Force Damage.
  • Exploiting -- Critical hits also apply the Stunned Condition to targets.
  • Offensive -- Grant +1 to all Attack rolls.
  • Critical -- Reduce number required for Critical Hit by -2.
  • Bludgeoning Resistant -- Gain Resistance to Bludgeoning Damage.
  • Bludgeoning -- Bludgeoning Attacks deal [roll]1d12[/roll] increased Bludgeoning Damage.
  • Coalescent -- When a creature misses an attack against you, apply a Hunter's Mark on that target.
  • Provoking -- All enemy creatures within 30ft. must succeed a DC 15 CHA save, on fail enemy creatures target you instead.
  • Heavy Drawn --  Force Attacks deal [roll]1d8[/roll] increased Force Damage.
  • Mind Shielding -- Gain Resistance to Psychic Damage.
  • Psychotic -- Psychic Attacks deal [roll]1d8[/roll] increased Psychic Damage.
  • Piercing Resistant -- Gain Resistance to Piercing Damage.
  • Guard Breaker -- Enemies with Piercing, Slashing or Bludgeoning resistance take full damage on successful hit.
  • Slashing Resistant -- Gain Resistance to Slashing Damage.
  • Serrated -- Slashing Attacks deal [roll]1d12[/roll] increased Slashing Damage.
  • Acid Resistant -- Gain Resistance to Acid Damage.
  • Acid Coated -- Acid Attacks deal [roll]1d8[/roll] increased Acid Damage.
  • Radiant Resistant -- Gain Resistance to Radiant Damage.
  • Charged -- Radiant Attacks deal [roll]1d8[/roll] increased Radiant Damage.
  • Lightning Resistant -- Gain Resistance to Lightning damage.
  • Electrified -- Lightning Attacks deal [roll]1d8[/roll] increased Lightning Damage.
  • Force Resistant -- Gain Resistance to Force Damage.
  • Heavy -- Creatures attempting to Grapple you treat you as one size larger.

 

 
Suggested Characteristics

Use the tables for the Hunters background below as the basis for your hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a hunter.

For instance, your bond might involve other hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
d6 Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)
d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.
 

Previous Versions

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11/13/2025 11:40:24 AM
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Xaniiri Hunter Image

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