Homebrew Amari Species Details
The bestial race has always lived, secluded, in the Northern Mountain Ranges of Elferyn. Its bitter frosts and misty autumn beauty dot the landscape of their ancestral homeland where tales of this race are whispered as nothing more than fairytales. Described as humanoid animals that howl with the moon and hunt anyone in their territory has never been proven and the last time an Amari was recorded was a little over a hundred years ago. In truth the Amari are more sophisticated and spiritual than most people know or believe, and recently more and more sightings are claimed throughout Elferyn that this race is traveling outside their homeland...
Physical Description
Ranging from 5ft to 8ft tall, at a glance, the Amari could be mistaken for any common humanoid you see in the world. Upon closer inspection however you begin to notice subtle differences from many other races. For instance, their faces, one of the most defining features, resemble what people would call lion like with a wide snout, sharp small predator-like eyes and markings that range in several colors that trail from their eyebrows to just below the bridge of the nose. Their feet and hands reveal pads, much like many animals with digital pads on the fingers and toes and metacarpal pads and palms and soles. These pads are purposed for traction and insulation in cold climates. Due to their environment Amari have short fur that covers most of their bodies and are displayed in a wide arrangement of colors and patterns, mostly to mimic which region they live in their homeland and blend with their surroundings. In terms of their behavior Amari usually keep to themselves when outside of their homeland to not warrant any unwanted attention. Furthermore, most people are wary of any Amari because of their fierce appearance to which the Amari cover themselves in cloaks and don masks to veil their features to outsiders.
Society
Within their homeland the Amari are divided into seven clans. Each clan is devoted to one of their gods they worship, following a way of living in reverence of their respective god. Within the land each clan has a region that they reside in. The central region, directed by the Durolí, is the capital where all clans gather for many things such as trade, occasions, celebrations or matters the leader of each clan must address. The Durolí, or Durolein's Children, are the royal line of emperors that have led the Amari though currently there hasn't been a Durolí in a century. For now its people are led by a council of elders comprised of a representative from each clan awaiting the day an Amari will be chosen by Durolein to lead their people. Aside from the capital, each clan interacts with other clans at one point or another as most Amari are nomadic traveling from region to region. Some clans interact more with one clan than another depending on their ways of life and which regions are connected.
Culture
The culture of the Amari is an ancestral, spiritual tradition of a deep connection to the lands they call home and it's life. Following that reasoning, Amari seek a spiritual commune with their deities and preserving peace among its people and the wilds. Each clan follows a certain way of life that is in spiritual reverence to its god:
The Durolí
Durolí are the children of the Liger God Durolein, the All Father, leader of the gods, husband of Nossanna and the emperor of the wilds. The royal line of the Amari have directed the clans since the beginning. Being selected by the All Father of the gods, those chosen are entrusted with the unity of its people and preservation of its ways. They are the embodiment of strength, unity, and wisdom. They inspire all who gaze upon them to rise to occasion and fulfill their duties to the clan. The new line of Durolí are taught and advised by a representative of each clan along with the current Emperor. Since no new Durolí has been seen in over a century coinciding with the last time the rest of the world knew of the Amari. Since their disappearance the Amari are in disarray and have lost their connection to each other...
The Nossanní
The Mother, The Seer, Caretaker of the Eternal Rest, all of these titles and more describe the four winged goddess and her children, the Nossanní. They follow in the ways of their spiritual goddess in the forms of priestesses, shamans, diplomats etc. The Matriarch of their people holds the highest regard in the ways of the Amari and its council. She hosts the ceremony of new young Amari to be guided into their new clans. The Nossanní are responsible for the departed souls of Amari and animals alike, performing ceremonial rites after the Seneshí deliver the souls they've cultivated and guide them to Nossanna. Apart from that they also provide wisdom and foresight into matters both big and small. Amari blessed with the ability of foresight usually end up as a Nossanní as it is greatly told Nossanna bestows her sight into a select few of her children as the goddess foresees the future and those soon to depart this world. Generally most Nossanní are calm, collected and passive, showing an air of peace and spiritual thoughtfulness almost seeming as if they are detached from the world in a meditative trance...
The Feinellí
Wardens and stewards of the wilds, the Feinellí follow the Wolf God, Feinell, becoming the guardians of the Amari lands. Being the most numerous clan, they represent the bulk of the Amari's forces. Riding atop giant dire wolves, the clan always move as a pack roaming the borders of its people, providing protection from those unwelcome in their land. The loyalty to their people and each other is unwavering to a point of blindness in certain cases and show little mercy to those who incur their wrath. Their ferociousness and nature intimates that of their god. Being the brother of Durolein, tales of Feinell are known of constant clashes with Durolein, always challenging his rule and how his children are directed out of a sense of protection and duty. To be embraced in the Feinellí is one of great honor and each member treats each other with a sense of family and loyalty. Never disrespect or harm a member of this clan or the people they protect least those who risk the pack to bare its fangs...
The Beriathí
As the God of Burden, the Beriathí carry the weight of the Amari on their broad shoulders. As builders, smiths, and craftsmen these tribesmen live high atop the Shoulder of Beriath, the largest mountain within the Amari lands. It is told that Beriath carries the world on his back leading it through the three seasons and resting during the fourth. Through his teachings the Beriathí construct great villages and renowned weapons for the Amari. Commonly known traits within the clan is that they are proud, hearty people with a fiery passion for whatever they pursue. Although more often than not they are very stubborn in their ways but are slow to anger. However once their anger is stoked it takes a long time to put out. As a way of settling such disputes the Beriathí holds rites of challenge through combat or a game of wits. Despite being notoriously known for being the largest and strongest of Amari, each Beriathí holds an intellect and softness to them that is shown to those they hold dear.
The Vedorí
The children of Vedoril, strive to follow their God in all he represents in their day to day lives. Being the first born of Durolein and Nossanna Vedoril was conceived during a rising sun, to which he represents its glow along with being hunter of the wilds. Serving as mostly scouts for the Amari, the Vedorí strive to preserve the balance throughout their lands. Clad in grab mirroring their terrain, they move swiftly and fight as deadly as a bird of prey. In their nature Vedorí are happy go lucky, staying in the present and are light hearted in most cases. Those brought into the clan have a rite of passage earning the respect of their animal partners, large hawk griffins to which a feather is given to each successful member. They wear these feathers for the rest of their lives to represent their bond with their companions and their kin.
The Seneshí
Senesh, brother to Vedoril, second son of Durolein and Nossanna was brought into being during twilight, faithfully serving as the Messenger and Deliverer of souls to his Mother. Such is the way of the Seneshí undertaking the task of roaming the wilds in search of the departed no matter how small the life. Bringing calm to even the most wrathful or despaired of souls, Seneshí prepares rites of ceremony and haunting melodies to the spirits coaxing them to reside in their dream catchers as they ferry them to the Nossanní to be guided to the Eternal Rest. As Senesh is shrouded in mystery so are his children often kept at a distance and bring a sense of unease to most clans. They are often a cautionary tale to young Amari that if you see a Senshí as day turns to dusk, be wary, for they may be there for you and those unhonorable their lives they may keep those souls instead of leading you to Nossanna...
The Eranní
Nurturers, Caretakers, Healers of the Wilds, these are a few of the titles entrusted to the Eranní, children of the Goddess Eranna. As the youngest child of Durolein and Nossanna, Eranna was born with a love for all living things. As her mother is the embodiment of death, the daughter is life. The Eranní live mostly as healers, herbalists and druids. Within their region they share a special kinship with the Feywild entreating with the spirits and Fae that sometimes cross over into our plane, helping balance the scales of flora and fauna of the land. Being the most nomadic of the clans, they flit between the regions providing care to their people and are well known to help bring life into the world when a being is with child. It has become a respected custom to have an Eranní present to help bring forth an Amari child into the world and present the child to Eranna to be blessed with good health and long life. Being near an Eranní expect to see a glow about them and have a sense of whimsy as they are most connected to nature and care for it as if it was their own child.
Amari Names
Amari names are reflective of their culture. Some names are after stories of those achieving feats within their clans. Others are names representing things in the land of their home or purpose. Each clan has every member represent themselves as a child of their god, thus each Amari identifies one another based on their last name such as Temla Seneshí or Temla, Child of Senesh. Those not chosen by a god yet take the last name Khenbishí, which means Child of Nobody. Unfortunately those without a god are treated quite unfairly, often called outcasts, residing within the clan that raised them.
Male Amari Names: Kaidu, Altan, Bjørn, Volund, Ulf, Delger, Tarkhan...
Female Amari Names: Temla, Khair, Möngömaa, Eyeldeg, Saran, Åse, Frida...
Non-Binary Names: Chinua, Nekhii, Och, Qara, Taban, Mille, Inge...
Amari Traits
Due to the environmental laws of your homeland and the spiritual teachings of your people all Amari gain the following TraitsAbility Score Increase
All Amari have their Dexterity score increased by 2 and their Wisdom score increased by 1.
Age
Amari grow quite quickly, maturing at age 17, after that the aging slows a bit. They can live up to 150 - 200 years.
Alignment
Amari tend to be mostly Lawful Neutral, however there are those who flit into Chaotic Neutral to True Neutral.
Claws
Your are , which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the normal for an .
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hunter's Instincts
You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Languages
You can speak, read, and write in Common and Amarian.
Size
The majority of the Amari are about the same size and build as humans. Your size is considered Medium.
Speed
Your base walking speed is 35 feet.
Spiritual Deity
Every Amari has a coming of age ceremony where one of the seven deities of their culture chooses them, then they go with the respective clan to follow their teachings. In this ceremony each Amari wanders into the wild alone on a vision quest to seek which God will favor them. Each Amari when chosen by their god gains a unique trait. The Gods/Traits are as follows:
- Durolein - Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
- Nossanna - Superior Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Feinell - Pack Tactics: You have advantage on an Attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't Incapacitated. Once you use this trait, you can’t use it again until you finish a short or long rest.
- Beriath - Mountain Born: You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet and you count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Vedoril - Woodlands Affinity: You are one with the wood. You have advantage on Dexterity (Stealth) checks made to hide in forest terrain.
- Senesh - Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Eranna - Fae Kinship: You are innately able to do simple nature magic. You know the druidcraft cantrip. Wisdom is your spellcasting trait for this spell. You can also speak, read and write in Sylvan
- Khenbishí - Forge Your Own Path: 1d4 + half your proficiency bonus to ANY skill check. Once you use this trait, you can’t use it again until you finish a short or long rest.
Comments







-
View User Profile
-
Send Message
Posted Jun 7, 2024I love the flavor! So happy you released them!
-
View User Profile
-
Send Message
Posted Jun 30, 2025I’m glad you love them!!!