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Barghors

The titanic barghors are a race of horned warriors spread across the northern tundra where they hunt twisted megafauna. Impulsive but good natured giants, they are by far the fiercest enemies and most loyal allies in the Known World.   Barghors believe themselves to be soldiers in a cosmic war, taking it as their ancestral duty to rid the land of that which is unnatural. Every barghor and barghress is expected to fight all throughout his or her life with entire families embarking on hunting parties to exterminate their ancient foe.   Dividing themselves into clans, barghors have a sense of family just as powerful as their muscles. Respect for ones parents, camaraderie with ones siblings and care for ones children are the foundation of all aspects of a barghors life.   Rules:   To play a barghor or barghress in the Known World will require the rules below.   Ability Score Increase. Your Strength and Constitution scores both increase by 2.   Age. A barghor can theoretically live for up to a century but their dangerous lifestyle ensure most don't live past their late thirties. Those who do live into their later years do not age gracefully and many are become frail (by their standards) before their sixtieth birthday. They are considered adults from the point they stop growing which is typically around sixteen years old.   Alignment. Barghors live lives filled with family, fighting, feasting and fornication. Thus they tend toward chaotic good. They are repulsed by evil.   Size. Stature ranges between 9’ 6’’ - 10’ 8’’ in Barghresses and 10’ - 11’ 4’’ in Barghors. Both have stocky, powerful builds made to survive the most frigid enviroments. Your size is large.   Speed. Your base walking speed is 35 feet.   Herculean Grip. A Barghors hands are designed to wield the heaviest of weaponry. When holding a weapon with the two-handed property you count as holding the weapon in two hands even if you are only holding it in one.   Huge Appetites. A Barghor requires double the nutrients of smaller races in order to survive.   Nose for the Great Enemy. A Barghor feels uneasy when around a fiend. This agitation will become more prominent the closer the two are with most Barghor lashing out at fiends that get within arms length. Fiends have disadvantage on Charisma (Persuasion) checks against you. Additionally, if you are in a rage as described in the Barbarian class features and end your turn within 10 feet of a fiend, your rage cannot end early as a result of not attacking or not taking damage.   Reactive Regeneration. A Barghor’s biology is incredibly quick to regenerate and if severely injured will mend the injury almost immediately. This effect cannot be sustained for long, however and is instead done in short bursts. When a creature scores a critical hit on an attack roll against you the damage is automatically canceled and any constitution saving throw made by you to resist being poisoned as a result of the attack is made with advantage. Immediately after the attack you gain the Enlarge effects of the Enlarge/Reduce spell without requiring concentration. These effects last one minute. You may trigger this effect on yourself as a bonus action by purposefully breaking one of your bones which will immediately heal as part of the effect. Should this effect trigger while you are in an area that would not accomodate your enlarged size you take 1 point of bludgeoning damage for every cubic foot of your new volume the area does not accomodate (rounded down). Once you benefit from this feature, you cannot do so again until you finish a long rest. You cannot benefit from this feature if you have any points of exhaustion.   Languages. You can speak, read and write Katlal and another language of your choice. Kaltal is a language derived from giant script and is very consonant heavy.   Barghors and the Classes:   The powerful nature of barghors lends itself to some classes rather than others. While one may play any class as a barghor, the following are the classes most commonly found among barghor adventurers.   Barbarians:   Barghors practise the Primal Paths of the Ancestral Guardian, Berserker, Juggernaut and Zealot. Barghor clans that surround the mountain Fiyeldatees practise the Primal Path of the Storm Herald (arctic). The Saeburn Clan practise the Primal Path of the Beast.   Clerics:   Barghors practise the Light and War Domains.   Fighters:   Barghors practise the Bulwark Warrior, Champion and Rune Knight Martial Archetypes.   Monks:   Barghors practise the Way of the Sun Soul.   Paladins:   Barghors often swear the Oath of Zeal.   Rangers:   Bargors practise the Colossus Slayer and Hunter Conclaves.

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