race features:
Size. Rakin are between 3 and a half to 4 feet tall. They have light gaits but sturdy frames, weighing between 50 and 90 pounds. Your size is Small.
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 grey.
Deft Climber. You have a climbing speed equal to your walking speed.
Subraces
The physical and cultural
differences that arose after the rakin’s
schism produced three subraces: the urkin,
the posskin, and the tanukin. Choose one of
these subraces.
Urkin
Urkin society values cunning, savvy, and—
above all—the thrill of the heist. This leaves
the urkin with a bit of a nasty reputation, a
fact that utterly fails to curb their ambitions.
Adaptable and resourceful, urkin excel as confidence
tricksters and pickpockets.
Ability Score Increase. Your Intelligence or Charisma score increases by 1 (your choice).
Streetwise. You gain proficiency in your choice
of the Stealth or Sleight of Hand skills. Additionally,
you know thieves’ cant.
Nimble Dodge. When you are forced to make a
Dexterity saving throw against an effect you can
see, you can use your reaction to gain advantage
on the saving throw. Success or failure, immediately
after the effect occurs, you can move up to your
speed without provoking opportunity attacks. Once
you use this trait, you must finish a short or long
rest before you can use it again.
Urkin Names. Eager to fit in, urkin have adopted
the first and last name format of other humanoid
races. Typically, an urkin will name themselves,
taking the name of a well-known figure and wringing
from it the most humorous pun imaginable.
Urkin pride themselves on having the cleverest
name they know and will go through dozens in
their lifetime.
Posskin
While the tanukin and urkin found homes in forests
and cities, a third, smaller contingent embraced
their wanderlust and a life of vagabondry. With the
road as their home, posskin never settle in one place
for long and are well adapted to the harsh conditions
associated with constantly sleeping outdoors.
Their ability to withstand disease enables them to
act as scavengers, feasting on the left-to-rot remains
of other carnivores. Should they ever find themselves
the target of a territorial creature, their innate
ability to play dead can often trick such aggressors
into believing they are no longer a threat and leaving
them alone, if a little bloodied.
Posskin might find employ in a variety of walks
of life. From hedge knights to circus performers,
travelling snake oil salesmen to chronic dumpster
divers, so long as the job keeps moving, a posskin
stays happy.
Ability Score Increase. Your Constitution score increases by 1.
Bite. You have a maw of sharp teeth that you
can use to make unarmed strikes. When
you hit with it, the strike deals 1d6 +
your Strength modifier slashing
damage, instead of the bludgeoning
damage normal for an
unarmed strike.
Scavenger. You have advantage on saving
throws against disease and poison, and you have
resistance to poison damage.
Play Dead. When you take damage that reduces
you to half your hit point maximum or lower, you
can use your reaction to play dead, lowering your
heart rate and relaxing your muscles as you fall
prone. This lasts for 1 hour or until you use your
bonus action to end it early. A creature that uses
its action to make an Intelligence (Investigation)
check contested by your Constitution (Deception)
sees through the trick on a success.
After you use this feature, you can’t do so again
until you finish a short or long rest.
Posskin Names. The words used to name a posskin
are more than just sounds; they are a story. A
posskin’s name recounts its journey so far, a litany
of major life events since birth. The more adventurous
the life, the longer the name. The name Leo
Charrburned Halfleg might specify a young (and
unfortunate) posskin born under the sign of the lion,
who was burned in a forest fire, and later lost their
lower leg to a bear.
Tanukin
Tanukin believe that civilization is a sacrilegious
destruction of the beautiful chaos of nature. So rarely
do tanukin venture into humanoid settlements
that they are often mistaken for racoons, or worse,
urkin. The times they do deign to enter the ‘stone
forests’, it is to use their illusion magic to evoke the
divine chaos and confusion that they associate with
the natural world.
Ability Score Increase. Your Wisdom or Charisma score increases by 1 (your choice).
Adept Trickster. You gain proficiency in your
choice of the Deception or Persuasion skills.
Wild Speech. You have the ability to communicate
in a limited manner with beasts. They can
understand the meaning of your words, though you
have no special ability to understand them in return.
Tanukin Magic. You know the minor illusion
cantrip. When you reach 3rd level, you can cast the
disguise self spell once with this trait and regain the
ability to do so when you finish a long rest. When
you reach 5th level, you can cast the alter self spell
once with this trait and regain the ability to do so
when you finish a long rest. Charisma or Wisdom is
your spellcasting ability for these spells (your choice
when you gain this trait). You can also cast either
of those spells using any spell slots you have of the
appropriate level.
Tanukin Names. With deeper ties to their ancestry,
tanukin stick to one name over the course of
their lifetime. Tanukin regard family with uncharacteristic
solemnity; their names are a portmanteau
of their caregivers’. Because of this, gender plays
little to no role in their naming conventions.