Kerren
The kerren are the ancestral halfling race. With adults averaging at around three feet tall, Kerren resemble obsidian-skinned humans with slightly pointed ears and large eyes that shine silver when the light catches them just so. Their hair runs through a wide range of colours, with black being the most common, followed by silver-white. Their eyes tend to be pale, with green and blue being most common, although grey and even pink eyes are not unheard of.
The kerren were hit hard by the shockwaves. Dwelling in their cities in the Roots of the World, they had none of the advantages of easy game and forage that gave the surfacers a hand up. Those closest to the origin of the shockwaves found themselves changed, their magic-resistent dark skin bleached human pale and their reflective lucidum vanishing completely. Worse, they lost their innate understanding of life energy along with their memories. Life only got worse for the kerren when the Dhaerow appeared out of the darkness and began invading their lands and enslaving them. Most kerren ended up fleeing towards the surface, where they eventually came into contact with the surface races. In the west, the dark-skinned kerren met the humanic and beastkin tribes of Satara and helped create the foundations for emirate culture, while the pale-skinned Epicentran kerren met the human-dwarf alliance and came to be known as halflings.
Basic Information
Anatomy
Biological Traits
Kerren in 5e DnD
Age. A kerren reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Kerren average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Ultravision You can see in both mundane and magical darkness out to a range of 60 feet.
Qi Attunement You learn the Cure Wounds spell. At 3rd level, you learn the Lesser Restoration spell. You can cast both spells without using a spell slot a number of times equal to your proficiency bonus. If you are a spellcaster, you can add the following spells to the list of spells you can choose from when learning a new spell;
1st level spells: | cure wounds, healing word |
2nd level spells: | lesser restoration, prayer of healing |
3rd level spells: | aura of vitality, mass healing word |
4th level spells: | aura of purity, aura of life |
5th level spells: | greater restoration |
Languages. You can speak, read, and write two languages of your choosing, usually your local regional language and a trade language.
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