Homebrew Kaldenkind Species Details

The medium humanoid bearfolk are native to the Shadelands. Their fur is mostly white but often has accents of blue or purple. They are broad and thickly built, with an average height ranging from 5’9 to 6’9 feet. They are typically gregarious and amicable, but capable of brutal violence if threatened. There is a curious trait shared by many wherein they will typically laugh off minor insults directed at themselves while becoming excessively defensive and vengeful if those same minor slights are directed at someone they care about. With the Shadelands playing host to such a diverse range of species, they are traditionally tolerant of other cultures. The Kaldenkind pride themselves on their extra-cultural repertoires, how many languages they speak, and how many different sorts of folk they’ve interacted with. There are a few basics to traditional Kaldenkind garb, such as a blue woolen tunic and leather, furlined cap. The official tool of the Kaldenkind is the versatile long-handled pickaxe, and its likeness is soft seen displayed on family crests. The Kaldenkind generally strive for something of a “mismatched” aesthetic with their outfits and the decor of their homes. Wealthier families will have intricate runic symbols carved into the walls of their homes, paying good money to ensure no pattern is ever repeated. A set of Kaldenkind plate armor will have been crafted to specifically look as if it were cobbled together from three to four different sets. This is seen as a sign of accomplishment and worldliness. Kaldenkind are very communal, with an affinity for group collaboration toward a common goal. This was born out of necessity due to the harsh winters of the Shadelands. That being said, they are generally encouraging toward pursuits of personal enrichment; you wish to be a painter or a singer? That’s perfectly fine, but make sure you finish chopping the wood before you practice. Kaldenkind trace their history back to what they call The Dawn of Thought, which is estimated to be some 20-25,000 years ago. The Shadelands of this era were sparsely populated and the barriers between planes were nigh impregnable. Then something changed. Kaldenkind historians will often debate on which plane this rift originated from, however, they all agree the resulting shockwave of raw cosmic energy it unleashed is what granted their people the gift of consciousness.

Kaldenkind Traits

They are typically gregarious and amicable, but capable of brutal violence if threatened. There is a curious trait shared by many wherein they will typically laugh off minor insults directed at themselves while becoming excessively defensive and vengeful if those same minor slights are directed at someone they care about.

Age

Kaldenkind reach physical maturity between 10-14 years old and are considered full-fledged adults at 20. The average lifespan is about 115-130 years.

Versatile Tradesfolk

Three different ability scores of your choice increase by 1

Children of the Tundra

You have resistance to cold damage and advantage on Constitution saving throws against extreme cold.

Speed

Your base walking speed is 40 feet.

Skilled Linguists

With so many varied peoples coming to the Shadelands, the Kaldenkind have developed a knack for languages. You can speak, read, and write common, along with three other languages of your choice. Additionally, at 5th level and again at 10th level you learn how to speak, read, and write a language of your choice that you have heard before. It is not rare to meet a Kaldenkind who speaks Abyssal and Celestial or another who knows Infernal and Sylvan. There’s a saying in the Shadelands, “If you need some- thing translated, find a Kaldenkind. If they don’t speak the language, they have a cousin who does.”

Hardy Stock

Each time you gain a level, your hit point maximum increases by an extra 1d4 on top of the normal increase.

Maul

Thanks to their large, clawed paws, you can tear your enemies apart without the need for paltry weapons. Your claws are natural weapons that you can use to make unarmed strikes. If you hit with an unarmed strike in this manner, you deal slashing damage equal to 1d8 + your Strength modifier, instead of your normal damage type (2d8 at 5th level, 3d8 at 10th level, 4d8 at 15th level).

Savage Rush

As a bonus action, you can drop to a stance on all fours until the end of that turn. While in this stance, your base walking speed increases to 60 feet. You may still take the Maul action, but cannot cast spells or hold anything in your hands for the remainder of that turn.

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