Khenra
The khenra of the Southlands are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black.
Khenra Traits
Your khenra character has certain characteristics in common with all other khenra.- Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
- Age. Khenra mature quickly, reaching adulthood in their early teens, they rarely live past 60.
- Size. Khenra have similar builds to humans. Your size is Medium.
- Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
- Speed. Your base walking speed is 35 feet.
- Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Khenra Weapon Training. You have proficiency with scimitars, longswords, spears, and javelins.
- Bite. Your jaws are a natural weapon you can use. You may use your jaws as an unarmed attack and they deal 1d6 + Strength Modifier damage.
- Natural Athlete. You have proficiency in the Athletics skill.
- Pack Tactics. You have advantage on a melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.
- Languages. You can speak, read, and write Southern Tounge and Common.
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