Homebrew Krell Race Details

Lanky and Limber

With their pointed ears, four-fingered hands, and unusual feet, Krell appear unusual even to other near-human races. Though they are seldom taller than 6 feet, they are very lanky, even gangly, with their long limbs and angular features. They usually weigh between 100 and 145 pounds. Males and females are about the same height, and males are only slightly heavier than females. Most non-Krell have trouble distinguishing the two.

Krell skin tones range from light green to light gray, but may include shades of copper or gold. Their hair is dark green, brown, or black, though they have little facial or body hair. Their eyes are green, dark brown, or hazel. Stylish, courtier’s clothing is the norm among both lowborn and highborn krell, though lowborn garb is usually riddled with patches and hasty stitching.

Most krell also prize small baubles and accessories, whether they have value or not.

 

Gamblers and Risk-Takers

Krell seldom live past 70 years, and though they spend little time dwelling on this, their short lives have clearly shaped their energetic demeanor. Most Krell are possessed with an unbridled curiosity and vigor, which drives many to thrill-seeking and hedonistic behaviors. Others may be inclined toward other passions, such as research or politics, but their approach to these endeavors is no less spirited. Krell see their existence in the world as something transient, and many hope to make their mark or leave a lasting legacy.

Likewise, Krell are eager to meet new people, though they are much more likely to have a hundred distant acquaintances than even a single true companion.

They seldom shed tears over lost comrades, and their attitude toward strangers is even more glib. Given their casual outlook on violence, krell can seem capricious, even cruel to other races. However, they are always amused by the unexpected, even when it resides in their hated enemies.

 

Bustling City-States

What Krell civilization lacks in size and strength relative to its neighbors, it easily makes up in liveliness and grandeur. They are divided into several city-states (known as the Sovereign Cities) that compete and collaborate in equal measure. The markets and avenues within these cities are among the grandest and busiest in the world, and most krell live very closely with their kind. Unlike outsiders, though, they are used to city crowds. Tall, tightly packed buildings and walkways are the norm in these cities, as the athletic krell have no trouble navigating them.

For all their splendor, though, these cities also have a darker side. Krell society is deeply divided between the haves and the have-nots, with the highborn elite living princely lives in the city’s upper reaches. It is no surprise then that crime and corruption are rampant, and many outsiders lured to krell cities by variety, spectacle, and easy employment soon discover how dangerous they truly are.

 

Born Adventurers

More than any other race, Krell are driven to seek out excitement and novelty. Lowborn krell are more inclined toward less legitimate work. Some becomes mercenaries, taking contracts most others would reject; others escaping a criminal past may simply take up their trade elsewhere. Highborn krell enjoy taking risks as much as the lowborn, and many may strike out to discover ancient ruins and lost or hidden knowledge.

All krell are natural-born explorers, and lowborn and highborn are both just as likely to join in long expeditions or voyages to unknown lands. Since Ondara was reopened to the world, many have traveled to and settled in the empire.

Krell Traits

Your Krell character has the following abilities thanks to their inherent quickness.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Krell mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment

Krell tend toward chaos. Their society has an established hierarchy, but many choose to rebel against this authority. Their lives move quickly, and they are always interested in the next thing. This makes certain temptations, such as power or gold, all the more alluring. These desires lead some Krell to evil.

Size

Krell range from 5 to over 6 feet tall and have very slender builds. Your size is Medium.

Speed

Your base walking speed is 40 feet.

Agile

You have proficiency in the Acrobatics skill, and you may use this skill instead of Athletics on ability checks to climb or jump.

Quick Fingers

During your turn, you can interact with one additional object or feature of your environment for free.

Languages

You speak Common and Krellik, an old language with many harsh consonants and sibilants. Its grammar eschews complexity in order to convey concepts quickly. A text written in Krellik is very succinct.

Highborn Krell

The highborn krell are obsessed with knowledge, including both academic research and scandalous gossip. Many choose to try their hand at politics. Their approach to leadership can be rather pragmatic, but many highborn also have a gift for thinking on their feet.

Ability Score Increase

Your Intelligence score increases by 1.

Astute

You can add half your proficiency bonus, rounded down, to any Intelligence ability check you make that doesn’t already include your proficiency bonus.

Bureaucrat

You can apply your Intelligence modifier instead of your Charisma modifier to Charisma-based skills that you are proficient in.

Quick Thinking

When you fail an Intelligence ability check, you may choose to reroll with advantage. You can’t use this feature again until you complete a short or long rest.

Lowborn Krell

The lowborn krell are thrill-seekers whose short, brutal lives leaves little time for moral concerns. Many who chafe under highborn authority turn to crime, and in the cutthroat politics of marauder society, there is little shortage of work.

Ability Score Increase

Your Charisma score increases by 1.

Aerialist

You have advantage on Acrobatics checks to climb or jump as long as you have a running start.

Deft Strike

After you use the Dash action, you gain advantage on your next melee or thrown weapon attack before the end of your next turn. You can’t use this feature again until you complete a short or long rest.

Rakish

You have advantage on Charisma ability checks when interacting with criminals, mercenaries, and other unsavory types.

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