Homebrew Arcana-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.
Arcana-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.
Arcana Rage
At any point you can dive into your mind and soul to release a burst of arcana fueled energy for a minute and control its use.
The Arcana Rage lasts for 1 minute. It ends early if you disable it or enter an antimagic field, Dispell magic (you're able to make a con save to beat it of course) unless you have a feature that prevents that
For the duration, you are immune to being poisoned, petrified, charmed, knocked unconscious or killed by magical means [Example: Power word kill, Sleep, Charm Person, etc], you gain resistance to spell attacks (Dragons Breath doesn't count), and you can't be hit by magic missile as it dissipates on contact to you.
You can use this feature three times (must get the other two by reaching certain levels), you regain uses on a short or long rest.
Choices for Arcana Rage
LVL 1:
Charge: This ability allows you to teleport up to 300ft as long as the target is in line of sight, this move deals 2d8 force damage and increases by 2d8 per 5 levels and knocks your opponent back 5ft and the opponent has to make a constitution save or get an additional 1d8 psychic damage and lose a turn (this can only be use once per longrest), as the 1d8 increases by 1d8 also per 5 levels (Consumes an action and is an auto hit)
OR
Ultimate Catapult: This Ability allows you to pull a target towards you just to yeet them across the field as the distance is your Intelligence and Strength Score combined times 10 [Example: 20 Str + 16 Int = 36 then times that by ten making your maximum throw be 360ft] this move deals 3d10 force damage and starts off for small creatures or objects, then every 5 levels it increases a size and increases the dice amount by 3d10 to increase the power of the impact landing (They don't take fall damage just force damage)
Both of these features of these special abilities can only be used once a long rest
[Level 15 ability awakened]
Krogan God Mace: You are capable of summoning a magical mace that deals 6d6 magical bludgeoning, 3d6 force, and 3d6 radiant damage plus your strength and charisma (or intelligence) modifier, now with this mace you can cast a 1st-3rd level smite as much times as your prof modifier is it can even have concentration. This ability can only be used during your Demigod Arcana Rage.
LVL 5:
You get the ability to regain your special abilities on a short rest.
OR
Your capable of casting spell when using a barbarian rage though it can't use concentration still. (Best for barbarians with spell casting abilities obviously)
Passive: You gain an additional slot
LVL 10:
Imprinted Enemies You can choose 2 creature types to have as an imprinted enemy out of these (Humanoid, Plants, Aberration, Fiend, Celestial, Fey, Undead, Beasts, and Monstrosties) If you choose Humanoid, you can choose 6 races to have as an imprinted enemy (Beware the dm can screw you over with these creature types by never showing them) in addition you learn the languages of these creatures [Yes that means you can speak to Monstrosities, Plants, Beasts, or even Undead] when you choose this you gain an additional damage die to harm these creatures and get advantage on tracking, recalling lore, or studying these creature types (Basically imagine bloodhunter kinda)
OR
You gain immunity to spells that get rid of other spells, meaning your spells cannot be countered spelled, you can walk into an antimagic field and still use your magical abilities and special abilities, you are now capable to heal yourself with your own spells by twice the amount and heal others by twice the amount, and you can regenerate hp by a fourth the amount if you heal others (Yes it can stack meaning if you heal 6 people and the healing roll is 28, you get 42 hp back).
Passive: You gain an additional slot
Lvl 15:
You are granted a mighty boon from the Krogan Goddess, aka the god of Magic, 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 Gargantuan cause of your powerful build], Constitution [+4 Constitution, and +2 extra hit points on top of your Krogan Toughness], And Intelligence or Charisma [+2].
NOW when you use Arcane rage you have an option to dive into an even more powerful version of the rage, which allows you to basically enter a Ultimate Krogan state which requires an 3 round wastes in order to summon this form as at the end of it an hazardous burst happens giving 3d20 force and psychic damage centered on you that reaches out to 30ft even around corners, 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 golden in color, your skin becomes Black, and your eyes become a fierce red, as everybody that can see you must make a wisdom saving through or be frightened of you the save is a base save of 23. While in this form your spells and special abilities do double the amount they normally do, not to forget you are 3 times faster. Meanwhile your body radiates magical energy which deals 1d10 radiant damage for enemies and allies that are within 5ft of you, last but not least you gain one special ability that's all the way at the top in underlined bold text. After the form is over you take 3 levels of exhaustion and must take some time to relax yourself
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 arcane rage
Passive: You can use Arcana rage at any time for 5 minutes instead of for one minute.
.
[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.
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Posted Jun 6, 2022Note any Krogan can have these abilities, even the demigod forms so expect to be messed up if you're gonna be facing a group of enemy Krogans!
Also, for the Krogan God Mace, I'll be making that an item, it can be attainable through adventuring means but only a Krogan or a believer of the Krogan Goddess (So Paladin or Cleric) can wield this item which yes that means that you have to fight one of those beings in order to get it which is ill-advised after all they can destroy you if you don't plan carefully, but this also means your Arcana-Bred Krogan is able to give it to you if you're a paladin or cleric of this Goddess, but it can still disappear, so you must get the original piece in order to use this weapon permanently...
Oh also I decided to make the Mace into a gauntlet but I ain't changing the race just to add that part.