Homebrew Karokan Species Details

Appearance

Karokans have crab-like features and two pairs of claws. Their bodies are encased in protective chitin. They can use their big, claws to either get a hold of their enemies or to use them to deal out heavy punches. They can appear in a variety of colors, based on their diet. From red and orange to blue and grey. Some Karokans have four legs, some two. It’s a genetic trait that can be passed down, but nothing more. Their eyes can pop out on stilts or lie imbedded in their skull. Their size can vary dramatically, some Karokans can get as big as Goliaths or Firbolgs, some are as small als Gnomes or Kobolds. 

Society

Karokans speak in the old primordial dialect of aquan. A deep and booming language, that uses the natural travel length of sounds underwater. A remnant of their origin, hailing once from the elemental plane of water, just like the Giant Crabs and Tritons. But it’s almost useless above the water. 

Like the Tritons, Karokans are warriors. They harden their young from a young age, so they may protect themselves and others from all the horrors of the deep. While it is highly looked upon to venture out and protect others, it is also very honorable to stay and join the military. A lot of Karokani solve their inner conflict, by deciding to travel 2-3 years, learn everything they can whilst also protecting others and in the end they return home to serve, having obtained a kind of training, they could’ve never gotten back at home. That’s one of the reasons their military forces are so remarkable and to be in an alliance with them is one of the most beneficial things you can attain in the oceans. 

Their architecture is truly something to marvel at. The main objective in Karokan design was to make impenetrable architecture, no question. Their walls are thick, high and impressive, it would need 3 Triton armies to take over even a small Karokan city. But it is beautiful too. They pride themselves on their ornamentations and beautiful embellishments. And every building is characterized by bilateral symmetry, not just the palaces. But no house, temple or church is allowed to have any imperfections.

They are wary of outsiders but not outright dismissive.

Karokani Names

Traditionally, Karokan names get longer as they age. When born, they are given a first name by their parents. When a Karokan accomplishes something they deem as a Rok’uk (a major accomplishment or a big milestone), they ad 1 to 3 letters toothier name. Based on the accomplishment. A Rok‘uk can be a lot of different things. Shedding their first Carapace, defeating a sea beast, achieving a high academic status, finding a mate or winning the yearly Gladiator Munera, where Karokans would compete in friendly combat against other Karokans their age. To not use their full name, is to dismiss the achievements they have accomplished and quite an insult. And thus, even though Karokans choose themselves, when to add a letter to their name, they are very cautious not to be branded a charlatan. If your name doesn’t get recognized by your peers, you are shamed by your society. Only parents and sometimes significant others are allowed to call a Karokan by their child name. If anyone other does it it is the biggest insult one could give to a Karokan. Instead of a last name they adopt the first name of one of their parents.

An example: A Karokan could be named Pak at childbirth. After their first shedding they call themselves Paku, then win the Munera and become Pakuro. And at the end of their life, around 350 years old, they may be called Pakuroquiliorandes Akanovorolius-son.

Male Names: Akano, Alamaki, Bakari, Erakano, Ekilo, Halaki, Koni, Kulako, Lakalo, Lamaki, Mati, Nahini, Nomi, Pakoro, Rakiri, Soro, Taneti, Vako, Yikado, Zaki

Female Names: Akona, Areta, Bakadoru, Ekaroka, Ekolu, Holoka, Kana, Kalana, Lakola, Lemoku, Mata, Natanu, Noma, Pokoru, Rakora, Saru, Tanota, Vala, Yadu, Zoka

Karokan Traits

As a Karokan player character, you have the following traits.

Creature Type

You are a Monstrosity.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Claws

You have big claws at the end of your arms. They count as natural weapons and you deal 1d6 bludgeoning damage with them.
Furthermore because of the sharpness of the claws, if you have an enemy grappled, they suffer 1d8 piercing damage at the start of their turn. If you are not proficient in Athletics you can add your proficiency for the grapple check anyways.

Darkvision

Because of your life in the dark depths of the sea, your eyes grew accustomed to the darkness. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Carapace

Karokans developed a strong crab-like carapace, that can protect them from incoming attacks. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

Guardian of the Depth

Adapted to the frigid ocean depths, you have resistance to cold damage.

Bulwark of the Crab

Because of the constant fighting Karokans experience in their youth, to harden up, they have developed a remarkable amount of endurance. As a reaction you can lift up your big claws to block incoming damage and reduce it by by 1d12. 
You can do so as often as your proficiency bonus and you regain all expended uses after a long rest.

Natural Affinity

You grew up in coral reefs and other underwater fauna. Karokans learn from a young age to live in harmony with the nature around you. You gain proficiency in either the Animal Handling, Nature, Perception or Survival skill. 

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