Homebrew Kina Race Details

The kina are an inherently magical race, a fact easily gleaned from their otherworldly appearance. They have translucent skin with a strangely smooth texture, under which roils the magic that gives a kina their life. The skeletal, muscular, and organ systems of a kina are similarly strange - present, but far more arcane in nature than biological. Due to the nature of their creation a kina appears like a humanoid similar to those it is birthed around, but with distinct and colourful skin that belie their arcane nature.

The magic underneath a kina's skin gives their skin a distinct shade, and determines their subrace. A kina with stark white flesh that appears to hold fog within is easily observed as an Intuit, while the static-inducing red crackling tones of another make an Unclasped obvious.

Magical Birth

Kina are not born like other humanoid races, and are not mammalian. When at least one kina and another creature capable of magic build a deep connection with one another, they can create a wisp of new magic from what was once nothing. If the wisp is then nurtured, it can begin to form into a kina. As months pass, it will glow and flash with different arcane energies as a display of its magical potential. Finally, when it steadies upon one singular energy it forms into a humanoid shape at the touch of one or both of its parents, finally appearing as a humanoid infant.

Teachers of Magic

Within heavily monoracial societies kina youth are broken into groups based upon their arcane energy and colour of their skin. These groups are then educated in the arcane from an early age, to ensure that they reach their full potential. It is rare that kina elders allow youths to study multiple magics, inadvertently preventing their children from reaching incredible levels of power. This tends to make kina adventurers special, as they explore the depths of magic outside of their birth school.

Beyond the education provided by kina communities, many groups have created magical academies for members of other races to come and learn. These academies are incredibly expensive, and exclusive, however the kina employ Seekers who travel the world looking for undiscovered talents to enlist in their alma mater. Many courts and councils recognize success in kina magic schools as proof of future excellence.

Kina Names

Most often, kina children are named for their birth magic, or a spell their parents wish to bless them with, as spoken in the kina language. These names can be very long and elaborate, so when interacting with other races kina choose to shorten the names to something simpler. Kina names are rarely gendered.

Kina Names: Rhec'enyi Asidi, Sindewim Zibea, Bezikawe Yunikla, Kutit'ri Nebellibal, Yeminadibetame Fiteri, Dansi Brihante, Asimatinab Ilihatnya, Kifue Finiwai, Isatmek Erikeri, Gaden Digimiti

Kina Traits

As a kina your body is powered by the arcane energy of the world, granting you the following traits.

Ability Score Increase

Your Charisma ability score increases by 2, and your Wisdom or Intelligence score increases by 1.

Age

Although kina have aged several years by the time they turn from a wisp of magic into children, they don't begin to count years until they reach their humanoid shape. Kina age more quickly than humans, becoming fully grown and mentally developed adults by the age of 14. Kina live for less than a century, though their magic begins to wane quickly in their late sixties. 

Alignment

Kina observe the balance between magic and the natural powers of the universe, and often fall into neutral alignments. Despite this, their arcane nature can lead them to extremes as they grow older, thrusting them into changes of alignment towards chaos, good and evil later in life.

Size

Kina can be slightly shorter, or slightly taller than humans, ranging from four and half to seven feet tall. Their bodies can take on many shapes and sizes. Often when a kina goes from wisp to physical form, they appear to have a perfect combination of their parent's own physical features. Kina weigh very little, having arcane copies of physiology in place of the biological. This can leave kina weighing as little as one quarter what they look like they should. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Weave Ancestry

Kina don’t need to sleep. Instead, they go into a trance-like state that puts them in tune with the Weave for 4 hours a day. While in this trance-like state they remain semiconscious. While meditating, you can dream after a fashion; such dreams are actually arcane exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Arcane Physiology

The arcane make-up of your body makes you much lighter than you appear. When you fall, you ignore the first 10 feet of distance when calculating fall damage.

Attuned Sight

Due to your connection with the weave and your inner magic, you have the ability to sense magic within things you see. Once per long rest you may cast the Detect Magic spell as an action, Charisma is your spellcasting ability modifier for this spell.

Languages

You can speak, read, and write Common and Kina. Kina is a complex language said to have been borne from the lips of magical energy, making it a difficult language to parse without the proper tongue. Some kina remark that arcane equations within spellbooks look like crude, child-like renderings of the kina's written language.

Reminder: After you choose this race, go to your character sheet and add the custom language "Kina" to your known languages.

Altered Kina

With their blue tones, ranging from striking navy to a pale periwinkle, altered kina are occasionally mistaken for an elf on first glance. A closer look would eliminate any such preconceived notions, however, as the strange amalgamations of material beneath the skin make it clear the altered are something strange and arcane. 

The altered are the most diverse of the eight kinds of kina, each looking radically different from the next and only comparable in the magic within them. This is because they have the ability to change their own physical form to better adapt to their environment and the challenges that face them -- this ability is what gives these kina their name: The altered.

Innate Spellcasting

You know the mending cantrip. Once you reach 3rd level, you can cast the catapult spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Minor Transformation

Once during a long rest you may transform your physical shape, granting yourself one of the following features:

  • Clawed Feet. You gain a climbing speed of 30 feet.
  • Night Eyes. 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.
  • Fur Coat. You gain resistance to Cold damage and become naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
  • Tough Skin. While not wearing armor or wielding a shield your AC becomes 10 + your Dexterity modifier + your proficiency bonus.
  • Transmute Gender. Your physiological form becomes fully that of another gender.
  • Webbed Feet. You gain a swimming speed of 30 feet.

Mender's Knack

Inspired by your natural ability mending objects you have been trained in the skills of an artisan trade. You gain proficiency with one set of artisan tools of your choice.

Bereft Kina

The bereft are visually striking and even intimidating when placed next to any other kina. Their translucent flesh looks opaque due to the solid black void present behind it, with only slight changes in shade appearing like dark oil or tar beneath the skin, catching the light with a dark sheen.

This striking, ominous appearance has often lead to the bereft being isolated or imprisoned within their communities over the fear that they are bringers of evil and bad luck. It is not uncommon that bereft children are killed early in development due to this fear, making it nearly impossible to find those bereft that have survived into adulthood. 

Innate Spellcasting

A bereft kina appears to have its path determined before birth. Some bereft have powers dedicated to staving off death, while others to call it. You may choose to be a Keeper, or a Reaper. 

Keeper. You know the spare the dying cantrip. Once you reach 3rd level, you can cast the false life spell once with this trait, and you regain the ability to do so when you finish a long rest.

Reaper. You know the chill touch cantrip. Once you reach 3rd level, you can cast the inflict wounds spell once with this trait, and you regain the ability to do so when you finish a long rest.

Charisma is your spellcasting ability for these spells.

Death-Touched

You have advantage on death saving throws.

Facsimile of Life

Once as an action you may touch a creature that has been dead for at least 1 minute. That creature becomes undead and appears alive for the next 10 minutes. The creature's mental statistics are all a value of 1, and its physical statistics are the same as it had in life. It cannot attack or use any features it had in life, has an unarmored AC of 8 and 1 hit point. 

For the duration it can accomplish simple tasks such as moving, eating, or speaking. You may command the creature to move to a location of your choice; or to speak a simple phrase if it could speak in life, which it will do to the best of its ability. The creature cannot interact normally with other creatures, and if given no command will remain motionless. You regain the ability to use this feature when you complete a long rest.

Contrivist Kina

With just a glance one might think that satin or silk is what makes up the inside of a contrivist kina's translucent flesh, soft green fabric enticing one to touch. One may be surprised to find that a contrivist's skin feels like skin, and it is more the magic that a this kind of kina is connected to that gives them such an alluring charm. With honey voices and glittering eyes, these kina are favoured guests of parties and welcome entertainers at court. 

Some communities aren't so quick to welcome a contrivist into their midst. Knowledge of their magical charms is no secret, and it is suspected that many are trained spies masquerading as friendly envoys or performers.

Innate Spellcasting

You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Mind of the Weave

You have advantage on all saving throws made to resist being Charmed.

Tongue of Silk

Once when you miss with a melee attack you may make a Charisma (Deception) ability check contested by your target's Wisdom (Insight) ability check. On a successful check your miss is treated as a hit instead, dealing Psychic damage in place of the usual damage. This ability cannot turn a critical failure into a hit. You regain use of this feature when you complete a long rest.

Intuit Kina

One of the rarest of all kina, it is said that when an intuit is born that they should be celebrated as the next oracle of their community. Not all intuits fill this niche, often being seen as disappointments for lacking the needed 'clarity' to assume such a position. In reality, being an intuit holds no additional or impressive powers that eclipse that of other kina kind. However, like all kina they possess the potential for true greatness, which is most noticeable in their sharp reflexes.

Innate Spellcasting

You know the true strike cantrip. Once you reach 3rd level, you may choose one of the detect evil and gooddetect poison and disease or comprehend languages spells. The spell you choose may be cast once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fog of the Mind

An intuit's thoughts blend easily into the weave. You have advantage on any saving throw made to resist the magical effects of mind reading or scrying, such as from the spell detect thoughts.

Minor Prediction

Once when you are hit by an attack you may use your reaction to roll an Intuition die, adding the number rolled to your armor class. You can choose to use this feature after the attacker makes its roll, but before any damage is dealt. At this level your Intuition die is a d4. At 5th level this increases to a d6, at 10th level to a d8, and at 15th level to a d10. You regain use of this feature when you complete a short or long rest.

Mistwoken Kina

The purple-skinned mistwoken kina are troublesome children who are often compared to the fey, despite not having any provable connection to the feywild. Beneath their translucent flesh small patterns might be discovered, which change and morph themselves seemingly at random. The powers of a mistwoken make them somewhat difficult to trust, and so it is often seen that mistwoken kina are segregated into their own spaces within greater kina communities. This drives many of the mistwoken to desire an escape, making them one of the most common subrace of kina found outside of kina communities, second only to the transpositors.

Innate Spellcasting

You know the minor illusion cantrip. Once you reach 3rd level, you can cast the disguise self spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Eye of Truth

Your experience with illusions gives you a sharper eye for discerning them. You have proficiency in the Intelligence (Investigation) skill. In addition, you have advantage on Intelligence (Investigation) ability checks and Intelligence saving throws made to see through an illusion.

Permanent Illusion

By spending 10 minutes casting the minor illusion cantrip to create the same visual effect, that illusion becomes permanent in the location the spell was cast until you choose to end it or it is dispelled. The other limitations of the minor illusion cantrip still apply.

Protector Kina

Protector kina are filled with all the potential of abjuration magic, which travels through them like solid planks of autumnal oranges and browns beneath their translucent skin. Unlike some other types of kina, Protectors search for diverse communities where they can lend their unique skills and powers to better a community. Due to their inherent warding abilities they are also popular within militia and armies, and are often trained from a young age to become passable with physical arms and armor.

Innate Spellcasting

You know the resistance cantrip. Once you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Combat Training

Your kind are commonly recruited into military training at a young age. You have proficiency with light armor, shields and one weapon of your choice.

Reactive Ward

Once as a reaction when you or a creature you can see within 30 feet of you is subject to an area of effect, you may grant all creatures within that area advantage on the saving throw. You regain use of this feature when you complete a long rest.

Transpositor Kina

Some kina have a deeper connection to the weave than others, and an ability to phase themselves between it and the material plane. These kina are known as Transpositors, and are recognized by the golden sheen beneath their translucent skin, and the strange glittering lights that occasionally pass underneath. 

Some transpositors have been known to explore and get lost in worlds they don't understand in their youth, often going missing. Those that survive a childhood learning their powers soon find ways to anchor themselves into the world, using their powers only briefly for the sake of safety. 

Innate Spellcasting

You know the mage hand cantrip. Once you reach 3rd level, you can cast the fog cloud spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Step Through the Weave

Whenever you take damage from an attack you may use your reaction to teleport to an unoccupied space that you can see within a number of feet equal to the damage taken, rounded down. For example, if you take 8 damage you may teleport 5 feet. You may use this feature a number of times per long rest equal to your Charisma modifier (minimum 1).

Quickened Step

Using small breaks in the weave you are able to travel slightly faster. Your walking speed is increased to 35 feet.

Unclasped Kina

One of the most dangerous kinda of kina, the unclasped are filled with the powerful, destructive energy of evocation. Observing an unclasped kina, one can see the crackling of lightning, the burning of flames, or the flashing of light from beneath their skin, which appears in various shades of red that some believe determines how powerful an unclasped is. 

Raising an unclasped kina is difficult, because they lack control at an early age to withhold their naturally destructive power. This can lead to accidents around the home, destruction of property, and even occasionally severe injury or death in the unclasped's caretaker. Still, it has been shown that the effort can be worth it, as unclasped often become renowned practitioners of these dangerous magics when they survive into adulthood.

Innate Spellcasting

An unclasped kina has a natural affinity towards one of the powerful energies found in the weave. You may choose: Fire, Storm, or Radiant. 

Fire. You know the fire bolt cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait, and you regain the ability to do so when you finish a long rest. 

Storm. You know the shocking grasp cantrip. Once you reach 3rd level, you can cast the thunderwave spell once with this trait, and you regain the ability to do so when you finish a long rest. 

Radiant. You know the sacred flame cantrip. Once you reach 3rd level, you can cast the guiding bolt spell once with this trait, and you regain the ability to do so when you finish a long rest. 

Charisma is your spellcasting ability for these spells.

Unstable Arcana

Once as a reaction when you drop to 0 hit points you may cast one Evocation cantrip or level 1 spell with a casting time of 1 action. You must meet any other requirements for casting the spell. You regain use of this ability when you complete a long rest.

Destructive Equilibrium

When you cast a spell that causes a creature to take damage you may choose to deal an amount of additional damage of that type not exceeding your level. If you do, you take irreducible Force damage equal to the additional damage dealt.

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