Kanin

Homebrew

Kanin

Deep in the wilds of the hidden enclaves of the world lay hidden tribes of powerful and honored hunters. The scourge of demons and evil fey, the Kanin are in tune with the very aspects of nature and magic.
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The Mystic Amazons

Kanin are an all-female race of strong, tall and lithe humanoids, standing between 6 and 8 feet tall and average about 220 pounds. Your size is Medium., sporting large, hare-like ears and whiskers which keenly focus their senses to both the natural and supernatural. Kanin hair ranges from white, to gray, to spotted brown. Their fingers are often clawed instead of nailed, but are rarely strong enough to rend flesh. In creating the kanin, the gods of magic granted them the ability to reproduce without the need for reproduction, allowing them to maintain their solitary lives.

For many eons, the power of the goddess of magic, Eliza, had been coveted by hags and demons alike. Eliza turned to Kiri, the goddess of nature, for help, and the pair brought forth a creature that could hunt Eliza’s foes. A mother hare was produced by Kiri, a being gifted with the most finely tuned senses. Eliza shaped the rabbit into a humanoid form, and imparted onto her a link to the aspect of magic. The first kanin was said to have such acute senses and strength that she single handedly excised the demonic infestation of the Feywilds.

Today, the descendants of the first huntress live in small secluded conclaves around the world, hidden by the magics of Eliza to remain untainted by interlopers. Purity and honesty are highly treasured in their society, to honor their creators. These conclaves often hold fewer than fifty kanin, led by the eldest and most experienced of their hunters. From a young age they are taught how to manipulate and honor the magic around them, until they pass their twentieth summer, where they begin The Pilgrimage.

The Pilgrimage

As a rite of passage for all kanin, the young adults embark from their villages to live in the outside world with little to no aid from their tribe. These pilgrimages often take them across the continent, or even to distant islands, and can last decades or even centuries. When they have finished their journey, they return to their tribe to confer with the Elder about their findings, culminating in the greatest decision in a kanin’s life. Will they leave the tribe forever, to remain a part of the outside world, or stay with their family and friends in the tribe, estranged from the rest of Fehr’gia?

 

Kanin Names

In Kanin culture, names are often singular in nature, lacking a last name or title until they have returned from their pilgrimage. Along their journey, they may discover themselves again through the adding of new perspectives never before seen in their woodland homes, and so may take on a new name that they feel properly fits them.

Kanin Names: Caelynn, Drusilia, Tsirlynn, Kiravel, Sartana, Quirel
ability score increase:
age: Kanin mature at the same rate as humans, reaching adulthood at age 20. Their aging slows after 30, and they live well over 300 years.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can speak, read, and write Common and Sylvan. Their fey origin leads to a unique accent in their Common. Their language is often accentuated and sometimes broken if a specific word is lost on them.
race features:
Strength of the Huntress. You have proficiency in the Athletics skill.
Graceful Warrior. Whenever you make a long or high jump, you can add 1d8 to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Additionally, you may run along walls as if they were floors, however if you stop for any reason you immedieatly fall.
Commune With Nature. You know the Speak with Animals spell, and may cast it without expending a spell slot.
Lineage. The Kanin come from two different lineages; the Solkanin above ground and the Mörkanin of the Underdark. Choose one of the following.  

Mörkanin

Kanin who make their home amongst the myconids and duergar of the Underdark.  
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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't discern color in darkness, only shades of gray.
Shade Touch. You wield the darker sides of fey magic. As an Action, target a willing creature you can touch that is hiding in at least dim light. Until they move or a bright light is shined upon them, they are treated as invisible to the naked eye, but can still be detected through magical means. Once you use this trait, you can't use it again until you finish a long rest.  

Solkanin

Kanin who make their home above ground.  
Fey Mystic. You know the Jump and Detect Magic spells, you can cast either once using this trait. You must finish a short or long rest before using this trait again.
Wielders of the Weave. You can use a d4 as your damage die for unarmed strikes, and you can use Wisdom as your attack and damage modifier for these rolls instead of Strength.
Lifespan
300 years
Average Height
6-8 feet
Average Weight
175 on average
Geographic Distribution