Keshan

(3.75) The following is a working description:
image.jpeg

In legends the Keshan are a feline species made of orange flame and shadow whose rage and vengeance feature in their every mention. In reality, Keshan are a feline species with orange, black and white fur who can naturally chanel fire and are possessed of a legendary temper. Their fur covers them from head to very mobile, though not prehensile, tail. They sport fangs and very useful claws. In warm climates they often eschew clothing and wear decorations of bone and feather. Accustomed to hot jungle climates they hate the cold and when they travel often wear many layers of clothing to keep warm, even in summer. Though they appear feline, they are not true cats. They prefer daylight and have no unusual ability to see in the dark. They come from The Hunts of Rathkil.

Keshan share certain racial traits:

Keshan Class Restriction: Keshan are an innately magical species. Keshan may only take levels in classes that are full or partial casters. A shunned Keshan may take Barbarian levels. Keshan society consider their rages as something to be controlled, not given in to.

Keshan backgrounds: In their home territories, Keshan fit into all of the expected roles in a civilized community. Keshan travelers are rare and they are most often: spies, far travelers, tribesmen, diplomats or traders.

(+3) Ability Score Increase: Your Dexterity score increases by 2 and Charisma increases by 1.

Age: Keshan age and mature at the same rate as humans but they live slightly longer.

Alignment: Keshan have an innate tendency toward chaos.

Size: Keshan are slightly smaller in size than humans, ranging from 4 – 5 feet and 80 – 120 lbs. Your size is Medium.

Speed: Your base walking speed is 30 feet.

(+1.5) Natural Claws: You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. Each hand is considered a separate weapon but if the offhand attack is used, it deals 1d4 slashing damage.

(-1) Disadvantages: You have disadvantage on deception checks and attacks with heavy weapons.

(-1) Disadvantage to attack with heavy weapons.

(+1) Keshan Rage: Keshan do not make good diplomats. You have two Keshan rages. Once you use them, you recover them after a long rest. If you take damage from an adjacent enemy, make a concentration check. This check counts towards active spell concentration. On a failure, in addition to any concentration spell being broken, you enter a Keshan rage. You may choose to fail this concentration check.

While raging, you gain the following benefits if you aren’t wearing medium or heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• You have resistance to bludgeoning, piercing, and slashing damage.
• You gain a bonus to a single damage roll per turn equal to half of your proficiency bonus rounded up, plus one.

The following limitations apply:
• If you are able to cast spells, you can’t cast them or concentrate on them while raging.
• You must release all objects held in your hands and can only make attacks with your claws.
• You may not make ranged attacks.
• You may attempt to break a grapple if it is keeping you from moving towards your target.
• You may opt to use an action surge if you have one.
• You must move toward and attack the creature who damaged you even if doing so triggers an AoO or other negative effect. If your target is not adjacent, you must move toward your target and attack a different target if one is adjacent to your new position. If no target is available to attack, you must dash toward your target. If only friendly targets are available, you must succeed on a DC12 constitution check or choose a friendly target to attack. If attacking a friendly target, you are not required to use your off-hand attack. Your rage lasts for 1 minute. It ends early if you are knocked unconscious, if you damage a friendly target, if your target is dead or if your target has been out of sight for 2 turns. At the end of your turn you can choose to attempt to end your rage by succeeding on a DC12 constitution check.

(-1) Keshan Cold Weakness: Keshan hate the cold for good reason. Any cold damage that does not have a natural chance of slowing a target, forces a concentration check if you are not in a Keshan rage. This check counts towards active spell concentration. On a failure, in addition to any concentration spell being broken, you are slowed until the end of your next turn. Once slowed, speed is halved, you take a -2 penalty to AC and Dexterity saving throws, and can’t use reactions. On your turn, you can use either an action or a bonus action, not both. Regardless of your abilities or magic items, you can’t make more than one melee or ranged attack during your turn. If you attempt to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until your next turn, and you must use your action on that turn to complete the spell. If you can’t, the spell is wasted.

(+1.5) Keshan Fire Spirit: The fire that burns within Keshan is literal. You can cast the cantrip Control Flames which most Keshan use to create fireplays. At 3rd level you can cast the hellish rebuke spell once per day as a 2nd-level spell. At 5th level you can cast a second hellish rebuke spell once per day as a 3rd-level spell. Constitution is your spellcasting ability for these spells.

(-.25) Keshan Fire Rage: Wielding fire is one thing, controlling it is another. If you have a Hellish Rebuke available, no matter the source, and take damage from a non-adjacent enemy who is 60’ or less away, make a concentration check. This check counts towards active spell concentration. On a failure, in addition to any concentration spell being broken, you must use a Hellish Rebuke on the source of the damage. You may choose to fail this concentration check. You may choose which level hellish rebuke to use if you have a choice.

(-.5) Keshan Thin Skin: Never insult a Keshan, unless he is concentrating on a spell! If you have any remaining Keshan rages, an opponent who can communicate verbally with you can attempt to goad you by making an opposed Charisma check versus your Constitution. If you are not yet in combat, you have a +2 to your roll. If the opponent succeeds, you enter a Keshan rage. You can only succumb to goading once per long rest.

Languages: You can speak, read, and write Common and Keshan.

(+.5) Keshan Fierce Free Will: Trying to calm a Keshan can have unfortunate results. If you are successfully charmed or succumb to a sleep spell and you have a Keshan Rage remaining, make an additional DC12 Constitution check. If successful, the spell is ineffective and you enter a rage with the caster as a target (even if the caster is not in sight). If you fail to rage resist the spell, when the spell ends make a DC12 Constitution check. If you fail, you enter a rage with the caster as a target.

Keshan Equanimity: As Keshan grow in experience and age they can learn to suppress their rages. At age 40 or 6th level and again at age 60 or 10th level, a Keshan can decide to permanently lose one Keshan Rage in exchange for reducing one ability by one point.

Keshan Downward Spiral: As Keshan become more powerful, their inner fire can burn even more brightly. A Keshan can sacrifice an earned ability score increase in exchange for one additional Keshan Rage.

Keshan

The First Land Samro