Homebrew Ahkin Species Details
Ahkin are an inquisitive folk. When they are not tending to their young or hunting for food they can be found tinkering with small objects and jewelry, tending to injured wildlife, or observing their surroundings.
They find anything and everything a font of interesting observations and ideas, and are happy to share it with anyone who listens. Because of their inquisitive nature and tendency to take things apart to figure out how they work, it is not surprising that many Ahkin become wizards or artificers. Indeed it is more surprising that more do not.
Adapted from "Ahkin v2" by Silver_Cake on Reddit.
Ahkin Traits
Creature Type: Humanoid
Size: Small (about 3-5 feet tall)
Speed: 30 feet
Keen Senses
You have advantage on Perception checks that rely on Smell.
Ahkin Resistance
You have advantage on saving throws against disease.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ahkin Heritage
Ahkin are split into multiple heritages, the most common of which are:
| Hill Ahkin | Sure-footed. You gain a climbing speed equal to your walking speed. | Skill Proficiency. You gain proficiency in either Intimidation or Athletics. | Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. |
| Plains Ahkin | Skill Proficiency. You gain proficiency in Survival. | Scamper. Your reflexes are honed to the movements of potential threats. You can move up to half your speed as a reaction when an enemy gets within 5 feet of you. This movement doesn’t provoke opportunity attacks. Once you have used this trait, you can't use it again until you move 0 feet on one of your turns. | |
| Deep Ahkin | Darkvision. You have Darkvision with a range of 60 feet. | Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Languages. You can read and write Undercommon. |
| Coastal Ahkin | Strong Swimmer. You gain a swim speed equal to your walking speed. | Natural Explorer. You have advantage of wisdom (perception) checks and intelligence (investigation) checks to find safe passage or shelter, or to spot dangers. | Skill Proficiency. You gain proficiency in Vehicles (water) and Navigator's tools. |
| Jungle Ahkin | Climbing Claws. Your claws are Hooked unlike those of other Ahkin, you gain a climb speed equal to your move speed. | Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. | |
| Desert Ahkin | Natural Survivor. Your body is acclimatized to the harsh desert environment. You do not gain exhaustion from being in the heat or sun for too long, and you can survive for a week with little to no water. | Marching Beat. As an action you can drum your feet or tail on the ground to inspire your companions. you and up to 5 creatures that can see and hear you gain temporary hit points equal to your charisma modifier, and can add 1d4 to their next attack roll. once you have used this feature you cannot use it again until you have finished a long rest. |
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