Druin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Druin

“He'd only seen a handful in his life, and they'd all been hiding out in the Heartwyld. Although the druins were rare enough to be considered harmless, they tended to steer clear of human populations, since most people tended to harbor a certain animosity for immortal beings who once treated their kind as chattel. It also didn't help that scrubbing one's scalp with a druin's blood was said to cure baldness. This dubious fact alone made them fair game for bounty hunters the world over."   — Nicholas Eames, Kings of the Wyld
ability score increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
age: Although elves reach physical maturity at about the same age as humans, the druin understanding of adulthood goes beyond physical growth to encompass worldly experience. A druin typically claims adulthood around the age of 200 and can live to be over 2000 years old.
Size: Medium
speed: 35ft
Languages: You can speak, read, and write Common and Druin. Druin is similar to elvish but older and is often described as a hissed language. Where elvish is a beautiful fluid language druin is harsh and often spoken fast.
race features:
Prescience   Druins are adept at predicting the near future, this means they always have an idea about what is about to happen within the next 6 seconds. Because of this Druins can choose their initiative score as long as it is the same or under what they initially rolled.   Additionally if a Druin uses their reaction during their turn or the turn immediately after theirs, their reaction is not expended. Any reaction used after the next turn in the initiative order expends their reaction.
Druins are a magical people of otherworldly grace, living in the world but not from it. They are a nomadic race, often traveling from one place of beauty to another. Druins love nature and magic, art and artistry, music and poetry, and are often collectors of such things. Druins are also well known for forging and enchanting some of the most powerful magic weapons in existence.   Severe but Graceful With their unearthly grace, sharp teeth, and rabbit like ears, Druins appear harsh and severe to humans and members of many other races. They are taller than humans on average, ranging from 5 to 7 feet tall. They tend to have the same mass as humans, weighing around 120 to 250 pounds. Males and females are about the same height, and males are only marginally heavier than females.   Druins’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white. Their hair ranges from gold and silver to green and blue or of more conventional colors, and eyes of gold or silver with crescent moon pupils, that flash like an animals in the dark. Druins have ears like a rabbit that grows fur similar to the color of the Druins hair. They favor elegant clothing, and finely crafted weapons.   Long-lived but not Immortal   No one knows exactly how long druins live for, but it is commonly agreed that they can live well over 2000 years. Despite their longevity there are few Druins in the world due to the fact they can only bear one child per lifetime.   They are more often amused than excited, and more likely to be greedy than curious. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, Druin can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.   Druins are capable in the face of danger. They are not ones for diplomacy or compromise since they often know the outcome of these conversations before they even begin due to their prescience. Druins are skilled in both forging and wielding many weapons and enjoy the chance to show off both skills.   Nomadic Claw Brokers   Most Druins are a nomadic race often traveling between big cities, natural springs, or across other planes. Since they travel often they tend to rely on trade to provide for themselves. They are talented artisans, crafting finely worked clothes and weapons. Their contact with outsiders is usually limited to trade of items they have found on their journeys or have crafted themselves.   Exploration and Adventure   Druins take up adventuring out of wanderlust. Since they are so long-lived, they grow bored of daily life and current environment easily. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that allow them to travel freely and set their own pace. Druins also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become thieves to add to their collections.   Druin Names   Druins are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.   On declaring adulthood, a Druin selects an adult name, although druins wear names like cloaks, oft-times casting them off in flavor of something new. Druins don't have family names as they often change names.   Child Names: Gliff, Vale, Shay, Aelan, Folen, Sior, Fang, Contha   Male Adult Names: Lastleaf, Shadow, Autumnsun, Rainfall, Whirlwind   Female Adult Names: Ripple, Featherfall, Starflower, Moonglimmer, Firstlight

Created by

Kithnia.

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