{"name":"Rakin","overview":"","image_id":"","ability_score_increase":"Your Dexterity score increases by 2.","age":"Rakin age slightly quicker than humans, reaching adulthood by 14. They live to be around 70 years old.","alignment":"","size":"Small","speed":"30 ft.","languages":"You can speak, read, and write Common and one other language of your choice.","parent_race":"","sub_races":"","race_features":"[b]Size.[\/b] 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.\r\n\r\n[b]Darkvision.[\/b] 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\u2019t discern color in darkness, only shades of grey.\r\n\r\n[b]Deft Climber.[\/b] You have a climbing speed equal to your walking speed.\r\n\r\n[h1]Subraces[\/h1]\r\nThe physical and cultural\r\ndifferences that arose after the rakin\u2019s\r\nschism produced three subraces: the urkin,\r\nthe posskin, and the tanukin. Choose one of\r\nthese subraces.\r\n[h2]Urkin[\/h2]\r\nUrkin society values cunning, savvy, and\u2014\r\nabove all\u2014the thrill of the heist. This leaves\r\nthe urkin with a bit of a nasty reputation, a\r\nfact that utterly fails to curb their ambitions.\r\nAdaptable and resourceful, urkin excel as confidence\r\ntricksters and pickpockets.\r\n\r\n[b]Ability Score Increase.[\/b] Your Intelligence or Charisma score increases by 1 (your choice).\r\n\r\n[b]Streetwise.[\/b] You gain proficiency in your choice\r\nof the Stealth or Sleight of Hand skills. Additionally,\r\nyou know thieves\u2019 cant.\r\n\r\n[b]Nimble Dodge.[\/b] When you are forced to make a\r\nDexterity saving throw against an effect you can\r\nsee, you can use your reaction to gain advantage\r\non the saving throw. Success or failure, immediately\r\nafter the effect occurs, you can move up to your\r\nspeed without provoking opportunity attacks. Once\r\nyou use this trait, you must finish a short or long\r\nrest before you can use it again.\r\n\r\n[i][b]Urkin Names.[\/b][\/i] Eager to fit in, urkin have adopted\r\nthe first and last name format of other humanoid\r\nraces. Typically, an urkin will name themselves,\r\ntaking the name of a well-known figure and wringing\r\nfrom it the most humorous pun imaginable.\r\nUrkin pride themselves on having the cleverest\r\nname they know and will go through dozens in\r\ntheir lifetime.\r\n[h2]Posskin[\/h2]\r\nWhile the tanukin and urkin found homes in forests\r\nand cities, a third, smaller contingent embraced\r\ntheir wanderlust and a life of vagabondry. With the\r\nroad as their home, posskin never settle in one place\r\nfor long and are well adapted to the harsh conditions\r\nassociated with constantly sleeping outdoors.\r\nTheir ability to withstand disease enables them to\r\nact as scavengers, feasting on the left-to-rot remains\r\nof other carnivores. Should they ever find themselves\r\nthe target of a territorial creature, their innate\r\nability to play dead can often trick such aggressors\r\ninto believing they are no longer a threat and leaving\r\nthem alone, if a little bloodied.\r\n\r\nPosskin might find employ in a variety of walks\r\nof life. From hedge knights to circus performers,\r\ntravelling snake oil salesmen to chronic dumpster\r\ndivers, so long as the job keeps moving, a posskin\r\nstays happy.\r\n\r\n[b]Ability Score Increase.[\/b] Your Constitution score increases by 1.\r\n\r\n[b]Bite. [\/b]You have a maw of sharp teeth that you\r\ncan use to make unarmed strikes. When\r\nyou hit with it, the strike deals 1d6 +\r\nyour Strength modifier slashing\r\ndamage, instead of the bludgeoning\r\ndamage normal for an\r\nunarmed strike.\r\n\r\n[b]Scavenger.[\/b] You have advantage on saving\r\nthrows against disease and poison, and you have\r\nresistance to poison damage.\r\n\r\n[b]Play Dead. [\/b]When you take damage that reduces\r\nyou to half your hit point maximum or lower, you\r\ncan use your reaction to play dead, lowering your\r\nheart rate and relaxing your muscles as you fall\r\nprone. This lasts for 1 hour or until you use your\r\nbonus action to end it early. A creature that uses\r\nits action to make an Intelligence (Investigation)\r\ncheck contested by your Constitution (Deception)\r\nsees through the trick on a success.\r\n\r\nAfter you use this feature, you can\u2019t do so again\r\nuntil you finish a short or long rest.\r\n\r\n[i][b]Posskin Names.[\/b][\/i] The words used to name a posskin\r\nare more than just sounds; they are a story. A\r\nposskin\u2019s name recounts its journey so far, a litany\r\nof major life events since birth. The more adventurous\r\nthe life, the longer the name. The name Leo\r\nCharrburned Halfleg might specify a young (and\r\nunfortunate) posskin born under the sign of the lion,\r\nwho was burned in a forest fire, and later lost their\r\nlower leg to a bear.\r\n[h2]Tanukin[\/h2]\r\nTanukin believe that civilization is a sacrilegious\r\ndestruction of the beautiful chaos of nature. So rarely\r\ndo tanukin venture into humanoid settlements\r\nthat they are often mistaken for racoons, or worse,\r\nurkin. The times they do deign to enter the \u2018stone\r\nforests\u2019, it is to use their illusion magic to evoke the\r\ndivine chaos and confusion that they associate with\r\nthe natural world.\r\n\r\n[b]Ability Score Increase.[\/b] Your Wisdom or Charisma score increases by 1 (your choice).\r\n\r\n[b]Adept Trickster.[\/b] You gain proficiency in your\r\nchoice of the Deception or Persuasion skills.\r\n\r\n[b]Wild Speech.[\/b] You have the ability to communicate\r\nin a limited manner with beasts. They can\r\nunderstand the meaning of your words, though you\r\nhave no special ability to understand them in return.\r\n\r\n[b]Tanukin Magic.[\/b] You know the minor illusion\r\ncantrip. When you reach 3rd level, you can cast the\r\ndisguise self spell once with this trait and regain the\r\nability to do so when you finish a long rest. When\r\nyou reach 5th level, you can cast the alter self spell\r\nonce with this trait and regain the ability to do so\r\nwhen you finish a long rest. Charisma or Wisdom is\r\nyour spellcasting ability for these spells (your choice\r\nwhen you gain this trait). You can also cast either\r\nof those spells using any spell slots you have of the\r\nappropriate level.\r\n\r\n[b][i]Tanukin Names.[\/i][\/b] With deeper ties to their ancestry,\r\ntanukin stick to one name over the course of\r\ntheir lifetime. Tanukin regard family with uncharacteristic\r\nsolemnity; their names are a portmanteau\r\nof their caregivers\u2019. Because of this, gender plays\r\nlittle to no role in their naming conventions.","description":"","source":"Heliana's Guide to Monster Hunting","jsondata":"","tags":"","isShared":"on","templateId":"5520","blockId":"1093445","world":"9aaee05a-a562-4ee5-a9b0-6a03fbf9082b","folder":"6866"}