Homebrew Battle-Bred Krogan Species Details

The krogan are a race of battle-hardened reptilians who excel in front-line engagements. They are aggressive, determined, and extremely formidable in combat. Their legendary combat prowess is partially due to their resilience to survive combined with their robust physiology, which had evolved for the express purpose of making krogans near-impossible to put down in a straight fight. The krogans' homeland of Tuchanka is an unforgiving, brutal wasteland that had hardly shown any mercy for its inhabitants, which had caused the krogan to become even more unforgiving and twice as brutal. They were seen as an unstoppable force by the other races... until their aggressive pushes for new territory had gotten the better of them.

Juggernaut Physiology

Krogan biology reflects the hostile conditions of their homeland. The krogan are heavily armored nearly head to toe in thick, chitinous plates which had protected the krogan from the hazards of their homeland- mostly dangerous predators, hostile weather conditions, or other krogan. They had adapted a large, distinctive hump which has the ability to store water to adapt for Tuchanka's long drought periods and brutal desert climate. Finally, all krogan have a secondary set of major organs in the event of catastrophic damage to the first set, which allows them to shrug off major injuries when a second heart or pair of lungs are involved. This causes krogan to have exceptionally long lifespans, but the krogans' self-destructive tendencies often mean that no krogan dies of old age. Their terrifying endurance is partially what makes a krogan so dangerous, as well as a krogan's innate psychological response upon seeing blood become spilled.

The particular psychological phenomena of a krogan witnessing blood becoming spilled is referred to by modern biologists as a krogan's "Blood Rage", and it is also why many krogans find tranquility in the middle of battle. Krogans are inherently able to enter a zen-like trance while participating in major acts of violence; allowing a krogan to shrug off fatal injuries and face off against enemies who are several times over their weight class. This is believed to be the work of the krogans' primary and secondary organ systems providing them with 200% of the normal amount of adrenaline instead of a typical fear response. Whatever the case may be, a krogan who suddenly stops feeling pain is a very dangerous foe indeed. This is why many criminal communities seek out krogans for mercenary work, as a krogan's battlefield presence is undeniable.

Culture of Dominance

Krogans value one thing above all else: strength. Krogan society is built upon this hierarchy, where the strong thrive and the weak die. They live in clans lead by a Warlord, and those clans constantly war with each other for resources and for power. Even within these clans, treachery and distrust run rampant. Krogan often fight for dominance within these clans, and will sacrifice their clan for personal gain without a second thought. Females are considered prizes and trophies and live in clans separate from the males, except for the unlucky who become property of the male clans. Clans are little more than means of survival for a krogan, but exceptions have been known to exist from time to time. In exchange, many krogans who do not choose to live in solitude instead declare a "krantt"- an individual chosen to bear the krogan's emotional weights. A krantt is seen as a noble title, as they are a single krogan's most trusted confidant and champion.

The krogan culture is steeped in rituals. When a krogan is born, he suffers the Rite of Life. When they wish to join their first clan, they undergo the Rite of Passage. If they wish to be considered for breeding, they must take the Rite of Honor. When facing a new enemy, the Rite of Firsts is invoked. Those who survive these often-deadly rites become respected among their clan and are seen as members of the community, as they are then and only then allowed to converse with the opposite sex after their rites had been completed. A Krogan clan also has a shaman, who has endured the Rite of Insight. The shaman is a clan's spiritual leader and is believed to see into the spirit world itself. The rituals endured by a shaman who wishes to conduct these rites are lengthy and torturous, as most krogan who attempt the rite perish. Therefore, shamans among the krogan are rare and regarded as extremely respected among krogan communities, as they are expected to guide new members of the krogan community into rites themselves.

Failure among the Krogan

Krogan who leave Tuchanka cannot quench their lust for violence among the krogan. Either the krogan is too weak to compete with his peers, or reaches the top of the hierarchical ladder and becomes bored. These krogan depart in search of new enemies to kill, to find a being worthy of their power, and then to subsequently conquer them. Though it is rare for female krogan to leave the safety of their clans, some seek to prove their worth as krogan, and not simply breeding stock. This has also led to the belief that not only is a female krogan exceedingly dangerous, but they are also motivated by having something to prove to the traditionally male power structure of the krogan... causing them to be considered even more dangerous.

Territorial Imperatives

The krogans weren't always stuck in a recursive loop of fighting each other. For example, the krogans were first given the chance by major powers to help in a war against an outside force, to which the krogans had gladly accepted for the chance to dominate something new. Pleased by their performance, the krogan were given new territory as a peace offering so that they could live somewhere that wasn't considered a barren wasteland. However, since the krogans had no word for the concept of charity, they had used this new territory as a staging ground so that they could gain even more territory. Many lives were lost in the process, but the krogan's explosive reproductive rates meant that the other races would soon be overwhelmed by a tide of battle-crazed krogan who wanted nothing more than their heads. It was then that the other races had signed a compact to neutralize the krogan by creating a weapon that would help turn the tide of the krogan insurrections by targeting the krogan at the dead center of their culture- their fertility.

After the weapon, most modern krogan are only fertile enough to keep their race alive... but barely. Only one in one-thousand krogan are able to successfully carry an infant to term. This is why a majority of krogan simply choose to use their talents for more infighting or mercenary work, as it serves as a reminder for them to stay with what they were made for. Maybe someday, if they're lucky enough, they'll be able to crawl past the razor's edge and find a sanctuary after all.

Battle-Bred Krogan Traits

Krogans share a number of traits in common with each other. Though there are other Krogans that are more... Arcana when it comes to genes...

Ability Score Increase

Your Strength score and your Constitution score increases by 2.

While your charisma and intelligence score decreases by 2.

Age

Krogan's live up to 2400 - 2600 years, but they usally don't live that long cause of their beliefs of fighting the great hunt, which usually means they fight beings more powerful than the last until they die from old age or from battle.

Krogans mature at the age of 20 but are still considered a young blood until they reach the age of 240 or complete a Rite of Passage, Krogans also are considered old at the age of 1600, as it means they're either a coward or a very well renowned fighter.

Size

Krogans are between 7 and 9'10 feet tall and weigh between 340 and 560 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Blood rage

When you are reduced to 0 hit points but not killed outright, you can choose to not fall unconscious and enter a blood rage instead. When you enter your blood rage, you lose concentration on any powers you are maintaining.

The blood rage lasts for 1 minute. It ends early if you regain hit points that isn't from any regenerative abilities or if your turn ends and you haven’t attacked a hostile creature or taken damage since the end of your last turn.

For the duration, you are immune to being charmed or frightened and the only Action you may take is either Attack or Dash. You continue to make death saving throws as normal and damage causes death saving throw failures. However, no amount of success or failures cause you to stabilize or die until blood rage ends. Additionally, when you would receive a death saving throw success you may, instead, remove a death saving throw failure, or vice versa.

When blood rage ends, if you have four or more death saving throw failures, you die. Otherwise, you fall unconscious.

Once you use this feature once, you can’t use it again until you finish a long rest.


Choices for Blood rage
LVL 5:
Now at level 5 you have the ability to regenerate limbs back

Fingers & Toes: 3.5 days

Hands & Feet: 1 weeks

Arm (to elbow) & Leg (to knee): 2 weeks

Eye: 3 weeks

Arm (to shoulder) & Leg (to hip): 4 weeks,

in addition, you heal 2 hit-points per 6s if below maximum hp

OR
Deal additional damage during the blood rage, which would be the ability to gain +10 damage on melee attacks

LVL 10:
At level 10 you get to choose to have no roll for the death saving roll and have it be a success per round getting rid of 1 point of a death mark if you have any that is, if you have none you gain an additional success mark (For blood rage when you reach  0 hp)
OR
Be able to do even more damage for melee attack damage (+10), and be able to cast any melee-based spell that boosts your attack up
[Example: Smites that are non-concentration.]

Lvl 15:

You are granted a mighty boon from the Krogan God, aka the god of Strength, Battle, War, and Honor to the Krogan, this ability gives you a passive boost to your Strength [+6 strength your size becomes large, and you have the carry capacity of a cause of your powerful build + having a boon from the god of strength that is a Krogan god], Constitution [+6 Constitution, and +4 extra hit points on top of your Krogan Toughness].

NOW when you use Bloodrage you have an option to dive into an even more powerful version of the rage called Chaos Rage, which allows you to basically enter a Ultimate Battle-Bred Krogan state which requires an 3 round wastes in order to summon this form as at the end of it an nightmarish burst, which causes everyone to begin to fear you automatically as enemies and allies with this radius are stunned for a round even if they're immune to being stunned, When you enter this form though, your plates become Black in color you grow wings with a movement speed of your walking speed, your skin becomes black also with the edges of your plates and any scars you have start glowing blood red, and your eyes become pure glowing red, While in this form you not to forget you are 3 times faster. After the form is over you take 3 levels of exhaustion and must take some time to relax yourself

Attacks: At level 15 every attack you make is an automatic critical hit, but you still have to hit them of course, you get +10 for damage bonus and +5 to hit, your headbutt now deals 8d12 damage and you grow to size huge with your carry capacity being size colossal+ now, and last but not least your ac is by 10+Str+Con.

This level 15 ability is the only one that you get without choosing as this ability can only be used once per month (SO USE IT CAREFULLY) FYI it lasts as long as the Blood rage

Passive: you gain 2 additional slots

[Note: You have to keep track or manually add these features.]

Krogan Toughness

As a Krogan you are able to survive more attacks the more experienced you are, and 

You gain +2 hit points per level 

Krogan Powerful Build

You count as Two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Wasteland Born/Nutrient Hump

You don't suffer from being in harsh climates because of your original life in a wasteland, and the fact that there was little to no resources there giving you a nutrient hump, which allows you to be able to take half as much food and water to survive when it comes to traveling.

You also gain immunity to diseases.

Thick Frontal Plate

Your Thick Frontal plate deals 1d8 damage plus your strength as you have a chance to knock opponents back 5 through 15ft and knock them prone if they fail a str save of 10 (not 8) + prof + strength.

Languages

You can speak, read, and write Common and Giant.

Previous Versions

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