Homebrew Hulking Sarujin Species Details
There’s magic in this world that goes beyond flashes, bangs, and jets of flame. An earthy magic of food, structure, and fellowship. It’s the magic of a thousand mundane hands raising a city from velvet snow. A magic woven by walking into the cruellest, biting blizzard and welcoming it as your home. These people understand that magic. The mightiest yokai and grandest kaiju might be able to survive here, for a time, but only the sarujin can thrive. — Ryoko
Community and Craftsmanship
Sarujin have a transformative effect on their environment, domesticating beasts, curtailing avalanches, and building sprawling towns. With singular intent, sarujin collaborate to form a unified community capable of raising a city from the icy wastes in a matter of months. Their realms can be found within vast glaciers and snowfields, boasting soul-soothing hot springs and serving steaming winter cider fermented inside the trunks of hibernating trees.
Few sarujin structures are ancient; the ephemeral nature of ice and slow creeping of glaciers means only those structures in the coldest, flattest expanses are over a few hundred years old. This transient nature leads to sarujin valuing their kith and kin—their troop—over any single location, and has made them masters of ice-crafting. With saw and skin, sarujin cut and melt ice just enough so that it forms solid bonds upon re-freezing. This method produces edifices of fantastical shapes; indeed, sarujin architecture is widely regarded as some of the most beautiful by the few foreign eyes to have seen it.
Troops of Solitude
Masters of ice-craft, sarujin guard their crafting secrets fiercely and rarely trade anything more than the essentials with other races. Though it is rare for a sarujin to leave its troop, the lure of master crafters specializing in metal and stone and tales of bestial, simian cousins can lead some into lives of adventure. Fewer still return to their kin, though those that do are warmly welcomed and can expect a peaceful old age in return for sharing the wisdom of their travels.
Hulking
Every bit as rugged, resolute, and unflinching as the frigid mountains they call home, hulking sarujin are known for their fierce, calculating minds and explosive physical strength. Rarely do hulking sarujin act swiftly. They prefer to assess, analyze, and contemplate before choosing a path. However, when moved to action, the mountains move with them.
Important Note
I DO NOT OWN THE SARUJIN! BOTH THE HULKING AND SPRINGTAIL SARUJIN ARE THE PROPERTY OF DnD Shorts AND Loot Tavern Publishing! If you want the official document for the Sarujin and to help support the project they are working on and give feedback for the Race, please go to @dnd_shorts on Instagram and follow the link in his bio. It is also accessible through his YouTube too, just look through his "shorts" and you'll find the video.
Hulking Sarujin Traits
As a sarujin, you have the following traits:Ability Score Increase
Your Intelligence score increases by 2. Your Constitution score increases by 1.
Age
A sarujin reaches maturity at 15 years of age and can live up to 80 years.
Languages
You can speak, read, and write Common and one other language of your choice.
Thick Fur
You have resistance to cold damage.
Size
Hulking sarujin are broadly built. They can vary substantially in size, from as short as 5 feet all the way up to above 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Chest Beating
As a bonus action, you can pound your fists to your chest, causing a surge of adrenaline and valour. Until the start of your next turn, you have resistance to bludgeoning, slashing, and piercing damage, and you have advantage on Intimidation checks. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Natural Cooks
With 1 sp worth of ingredients, you can prepare a meal for a number of Medium or smaller creatures equal to 2 + your proficiency bonus over the course of a short or a long rest. A creature who eats the meal at the end of the rest regains one spent Hit Die and gains temporary hit points equal to 1d6 + your proficiency bonus.
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