Karura
Karura
The Karura are majestic beings with the power of fire and wind, descended from divine bird-spirits. Known for their graceful flight, fiery breath, and spiritual presence, Karura often walk the line between mortals and the divine. Their flame-touched essence grants them not only mastery over fire, but also resilience against it—where others burn, Karura thrive. They are natural guardians, driven by a sense of honor and purpose, though their tempers can blaze like the flames they wield.
Karura are recognizable by their bird-like features, which may include plumed wings extending from their back or feathers that shimmer like embers woven into their hair. When in motion, they seem to dance with the wind, gliding effortlessly or teleporting through bursts of flame. Though proud and fiercely independent, Karura also possess a deep connection to spiritual balance, making them adept at exorcising malevolent spirits and standing as protectors of sacred spaces.
Their presence is often accompanied by the scent of smoke and ozone, and legends speak of Karura heroes who fly on wings of fire into battle, scattering embers in their wake. Whether acting as warriors, mystics, or wanderers, Karura are respected—though sometimes feared—for their otherworldly might and intense passions.
ability score increase:
+2 Dexterity, +1 Wisdom
age:
Immortal
alignment:
Lawful Good
Size:
Medium
speed:
30ft
Languages:
Japanese, Chinese, Hindi, Korean
race features:
Darkvision Flight Mastery. As a bonus action, you can spread your wings and glide up to 30 feet horizontally. If you fall, you can glide safely to the ground without taking falling damage. At level 5, you gain the ability to fly for 10 feet per turn, though you must land at the end of your turn unless in a high wind environment or during a Dash. You can glide or fly for up to 1 minute, after which you must complete a short or long rest before doing so again. Fire-Hearted Resilience. You gain resistance to fire damage. Exorcist’s Grace. You can cast Protection from Evil and Good once per long rest without using a spell slot. Voice of the Wind and Flame. You learn the Thaumaturgy cantrip, and can cast Burning Hands once per long rest without using a spell slot. Flameborn Aura. At the start of your turn, creatures within 5 feet of you take your proficiency of fire damage. Searing Gale. When you cast a spell that deals fire damage, you can increase the spell’s damage by 1d8 x proficiency. Additionally, you have advantage on Concentration checks to maintain spells that deal fire damage. You can use this ability once per short or long rest. Special Feat: Purifying Fire - Karura
Darkvision Flight Mastery. As a bonus action, you can spread your wings and glide up to 30 feet horizontally. If you fall, you can glide safely to the ground without taking falling damage. At level 5, you gain the ability to fly for 10 feet per turn, though you must land at the end of your turn unless in a high wind environment or during a Dash. You can glide or fly for up to 1 minute, after which you must complete a short or long rest before doing so again. Fire-Hearted Resilience. You gain resistance to fire damage. Exorcist’s Grace. You can cast Protection from Evil and Good once per long rest without using a spell slot. Voice of the Wind and Flame. You learn the Thaumaturgy cantrip, and can cast Burning Hands once per long rest without using a spell slot. Flameborn Aura. At the start of your turn, creatures within 5 feet of you take your proficiency of fire damage. Searing Gale. When you cast a spell that deals fire damage, you can increase the spell’s damage by 1d8 x proficiency. Additionally, you have advantage on Concentration checks to maintain spells that deal fire damage. You can use this ability once per short or long rest. Special Feat: Purifying Fire - Karura
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