Homebrew Arkan Species Details

The Arkans are a race that hail from Suda, the desert continent. They are said to have once been so beautiful, even more than the gods, but they became jealous and cursed them to be hideous for eternity. They are maroon to purple skinned, with straight black hair and orcish features. They are distinct from a half-orc due to their figure, which is an elvish thin. Being ridiculed and oppressed in Suda, they attempted to leave to other continents in search for sanctum, but were met with nothing but the same punishment in those lands. Nower days, they are less discriminated, but most look down on them, still viewing them as at least inferior. Their societies were denied education, and thus value it within. If an Arkan is learned and intelligent, the most in their clan, they become the clan's Sage. The Arkans may be more reclusive, but have a rich and unique culture, often distinct between even other Arkan cultures.

Arkan Traits

Arkans, being oppressed for centuries, are both orcish and elvish in appearance and live in arid deserts. They are known for their pilgrimages to bring back their knowledge to their clan.

Ability Score Increase

Arkans have +1 to Constitution, +1 to Wisdom and +1 to Strength.

Gleaming Blood

Arkans have blood of platinum, which is not molten, but liquid and can be caught in a vial or such. It can never dry. This platinum is poisonous to others.

Arkans have resistance to poison damage and are immune to the poisoned condition. If their blood is ingested, the drinker must make a DC 17 Constitution saving throw or take 3d8 poison damage and become poisoned, taking half as much on a successful save and not becoming poisoned.

Proficiency

You have proficiency in one of Intimidation, Survival or Nature.

Wayward Star

Choose one of the Wayward Stars, and as you journey watch its movement in the sky with you. The Arkans follow these stars as deities, usually carrying a symbol or trinket of their star. 

Kansonnye, Star of the People

Kansonnye, an archaic word for the Arkan race is a pure star that imbues its followers with community and social enlightenment. Once per day (After seeing this star), you may gain advantage on any Charisma saving throw or ability check and gain +1 to Charisma for 1 hour. You can only use this trait again after a long rest. 

Thonnetco, Star of Nature

Thonnetco is the star that represents the bond between people and the land they inhabit. Nature is a friend of the Arkans, and as they shape it for a hut or a staff, Nature itself shall be repaid with an offering, water or the allowance to reclaim what is Nature's, and always protection of its plants and creatures. Once per day (After seeing this star), you may cause anything made mostly from natural material (wood, cotton, silk, etc.) to be reclaimed to the land, and sink into it. It must be removed within a minute by succeeding a DC 10 Strength saving throw as an action or it is completely absorbed into the dirt (It must be natural land, dirt, grass, sand, etc.). You must take a long rest to use this trait again.

Usudda, Star of the Land

Usudda, the original name of Suda, is the star of the land. It represents comfort and home. Once per day (After seeing the star) you may be transported back to your clan through one of the Arkan Elders' Star Wand, making it glow. You are transported there for up to an hour and can return any time earlier to the location at which you transported. You must take a long rest to use this trait again.

Vrashaccra, Sta of Obstacles

Vrashaccra, also the Arkan word for the ocean surrounding Suda, is the star of challenge and obstacle, but in a positive way. Seeing this star will invigorate you with inspiration. Once per day (After you have seen the star), you may add +3 to any saving throw or attack roll you make, before it is rolled. You must take a long rest to use this trait again.