Homebrew Chebarast Species Details

Originating from a bountiful steppeland from the country of Frayn, your ancestors underwent a great migration to the south. After thousands of years of migrating between Frayn and the desert kingdom of Naarth, you are now able endure great hardships in tough climates. You specifically originate from Frayn but share blood with the people of Naarth, a land seen as being filled with outsiders to most within the inner countries of Manaphorigtass. Its difficult to tell the difference between a Naravan from Naarth or a Chebarast from Frayn, the only distinguishing difference being their language, culture, and demeanor. Due to the waters drying up in the southern lands of Naarth, many people were unable to continue migrating between the two countries and the two populations grew distant and unrelated to one another. 

For you and your people, its one tragedy after another. In the last two decades, the waters that brought life to the lands of Frayn have been corrupted and have begun drying up. This has left the land dry and dangerous, as foliage keeping the soil together has decayed, now anywhere you step could be a sinkhole or a cliff ready to cave in. With these lands inhospitable as they are, the Chebarast had no other alternative than to look to the kingdoms of Aavar, Tyrr, Harlan, and Surai for aid. The church of the undefiled has outstretched its hands to your people and you have been granted refuge in the name of their faith as they combat the forces responsible for the defilement of the lake of Frayn. You could be taking refuge within one of the two developing refugee settlements: Charae and Sabul, located within the fields of Lighthest on the eastern peninsula of Tyrr, or you could be taking refuge in any number of cities within Aavar, Surai, or Harlan. 

Chebarast are tan to dark-skinned and have distinctly large lens on their eyes from dwelling within the desert for thousands of years. They have black to dark brown hair which can be straight or curly. They are similar to humans in many ways appearance wise, but biologically are very distinct. Chebarast have two hearts, one where normal humans would have one, but have a smaller heart under their first. This allows the Chebarast to not only grow slightly taller than normal humans but also gives them increased endurance and stamina. Chebarast also have two sets of eyelids, a thin transparent one and a normal human eyelid over it. The transparent eye lid can be easily overlooked unless seeing it up close, and it moves from the temple of the head to the tear ducts. This allows Chebarast to be completely unharmed from sand or debris getting in their eyes. The final distinct feature of the Chebarast is their ability to heal from wounds far more quickly than humans and the ability for their muscles to re-socket dislocated bones or to guide broken or fractured bones back in to place through bodily contortion. They still need time to heal from such injuries, but are far more likely to make a full recovery from severe injuries. 

Chebarast Traits

The Chebarast are a desert dwelling humanoid species similar to humans in appearance, but in fact have a great number of biological dissimilarities.

Desert Contortionist

Evolving from a race that adapted for a desert to dry steppeland environment, your body has made several adaptations. 

- If you are using Grit and Glory rules, you gain one level lower injury when suffering an injury. If you suffer a level 1 injury, you can ignore it once per full moon. Being able to ignore an injury in this way resets on the 11th of every month. You can heal from one closed wound naturally every day you spend resting. Injuries that cause broken or dislocated bones do not effect the Chebarab and can also be permanently ignored.

- The Chebarab can migrate their organs around inside of their stomach and chest cavity. When an enemy scores a critical strike against you, you can negate the effect upon a successful acrobatics check taking normal damage instead. The DC of the acrobatics check is equal to 8+ the CR of the creature that critically struck you, rounding the CR up. The DC cannot exceed DC20. You have resistance to piercing damage.

- You can't be blinded.

Bloodlands

Your blood contains within it the history of the people who wandered the great desert of Naarth, and of your family who lived among the dry steppelands of Frayn. In the Chebarab, one of these two characteristics tends to manifest themselves over the other, granting you different banes and boons depending on the whim of your blood. 

Blood of Frayn. Your primary traits are similar to those of the people who inhabited the steppelands of Frayn. The travelers of these lands are expert climbers, scavengers, have lived comfortably in a hostile environment with vast changes in elevation. Your people worshipped the waters of the lake of Frayn, but whether or not you hold to their traditions is up to you. Your feelings towards the recent events that have ruined this lake are also up to you to find out for yourself, as its both reasonable that you were trained in the old ways and feel devastation towards this catastrophe, or you were perhaps a hunter or bandit who couldn't care less. 

- Due to your experience in high elevation, long journeys, and the need to be able to run and sprint to catch prey or escape danger, your endurance and stamina have been especially boosted. If you use the Grit and Glory variant, you have proficiency in endurance and you always sleep with one eye open. You cannot be surprised while taking long or short rests or while sleeping, unless you are incapacitated. If you are not using the Grit and Glory variant, you gain proficiency in Constitution saving throws. 

- If you use the Grit and Glory variant, you can choose three subskills that you are trained in. These subskills must be wisdom or athletics subskills at the DM's discretion. If you use the "hunt" option while traveling or resting, you are always successful as long as you are in a biome with huntable life. If you do not use the Grit and Glory variant, you gain proficiency in survival and can track wild animals using your survival, nature, or perception skills as an action you can take while in the wilds and are taking a short rest. These finds can vary from an edible pile of worms to a rabbit to a full grown moose, at the DM's discretion. This can be used to supplement rations and water for you and your party.  

- You gain the ability to dislocate your joints at will and have heightened bodily autonomy. You can escape from restraints made of rope if you succeed on a DC10 acrobatics check or DC15 if your legs are also bound. Each attempt to escape takes one minute and it can be attempted again after one minute. You must succeed on a stealth check to avoid being caught attempting to escape from restrains. You can use acrobatics to escape from enemy grapples instead of a raw strength or dexterity contest. You can wield weapons in your feet as long as you are proficient in those weapons. Attacks made in this way are rolled at disadvantage. You can also walk on your hands like you are normally walking, but your movement speed is reduced to 15 ft. 

- You are proficient in daggers beyond their normal proficiency. You can fight adeptly with any weapon you are proficient in, but you gain the following bonuses when using daggers

  1. Daggers on your person are completely concealed regardless of your attire, you do not need to make stealth checks, they can only be detected if the daggers are magical and someone uses a detect magic spell. You move the daggers around like a juggler and always in people's blind spots, this is entirely passive and instinctual. 
  2. You can reroll any 1's or 2's when dealing damage with daggers, keeping the higher of the two results. 
  3. You gain two-weapon fighting only when using daggers unless you have two weapon fighting. If you have two weapon fighting, you gain three weapon fighting with daggers as you wield one in your mouth as well. This third dagger can only be used if one of your normal dagger attacks misses and you catch your opponent with it as they dodge out of the way of your initial "feint" attack.
  4. If you throw your dagger at an opponent, your ranged attack is 40/90. 

- You gain one level lower of armor proficiency that you are proficient in. If you have proficiency in light armor, you do not have armor proficiency, ect. You lose all Blood of Frayn class features if you are carrying a medium or greater load. You cannot wear footwear of any kind as it makes you lose your sense of balance and are afflicted by the "intoxicated" status debuff while wearing shoes. Your maximum movement speed is reduced to 25 ft while in rocky terrain. You gain a level of exhaustion when you critically fail on a saving throw. 

Blood of Naarth. You resemble the men and women of the desert of Naarth, and your attunement to the sands exceeds that of those around you. You are a rarity among your race as most at this point lack the blood of the Naarth ever since the waters of lake Frayn stopped flowing to those lands. Your connections to those far away and strange lands grants you with the following talents:

- You are able to communicate with any outsider race even if you do not speak their language. You cannot speak back to them, but almost telepathically, their intent is made clear to you. The languages you can speak are common, chebarast, and you can speak in the language of Seers. This language is similar to druidic, a language only druids know and use among themselves. 

- You are resistant to Fire damage. The heat of the sun feels like a cool breeze on your skin, and fire isn't too bad either.

- You gain what seers refer to as a third eye. This allows you to exit your body and enter into the ethereal plane as a spirit. You can remain this way for 1 hour at level 3, 2 hours at level 7, 3 hours at 11th level, 4 hours at 15th level, and at 20th level you gain access to the Astral Projection spell in its entirety. While in your third eye state, you cannot interact with anything, even if the creature exists in the ethereal plane, but nothing can interact with you either. You cannot travel further than 1000 ft from your body until you gain access to the full Astral Projection spell. This feature can only be used once per new moon, resetting at the beginning of every month. Your third eye also allows you to cast illusory script once per 24 hours resetting at dawn, message at will, and Augury once per new moon cycle. 

- You gain the ability to sandmeld. When you are in a dune of loose sand, you can use sprint as a free action while you dive into the sand and re-emerge at your desired location. You can cover your skin is a thin layer of sand regardless of your biome as a ritual once per day resetting at dawn. The sand stays until your next long rest. This grants you the ability to negate any ability, attack, or spell that would displace you from your current space while you are covered in sand. You gain advantage on escaping from non-magical grapples and retraints. As a reaction you can focus all of the sand on your skin to a specific location on your body, giving you physical and magic-physical damage resistance against the attack that would have struck you, declared after you are hit successfully by an attack. If you use this reaction, you cannot use it again for 60 seconds. You can use your bonus action to rid yourself of the sand on your skin, shooting it in a 15 ft cone. All creatures must succeed against your spell save DC or 8+proficiency+Cha if you are not a spell casting class or be blinded and stunned by the sand for 60 seconds. The creatures must succeed on the saving throw at the ends of their turns to escape this condition. 

- You cannot become proficient in religion as your experiences have often led to you learning more about the spiritual world than any religion could ever teach. After receiving psychic damage, you must succeed on a concentration saving throw. Failure results in you being unable to use any of your third eye abilities for 24 hours after the damage was inflicted. When creating your character, when determining your minor god, you must take on two minor gods. Only one positive trait of the minor god can be active at any given moment, but both negative side effects are always present. You can reselect your positive minor god trait once per new moon cycle, resetting on the first of every month. 

Ability Score Increase

Your may allocate 4 Ability scores to any Ability of your choosing. 

Age

Chebarast reach adulthood in their late teens and live less than a century.

Alignment

Chebarast tend to be lawful to neutral in their demeanor but have no particular leaning in their ability to commit heinous acts or good deeds. 

Size

Chebarast tend to be just under 6 feet feet to 8 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Chebarast typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues.

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