Qinar (5e Race)
Qinari
Twisted By Magic
At first glance a Qinar could easily be mistaken for a Human or an Elf. However a closer inspection would reveal several distinguishing characteristics. Some physical markers that a Qinar might have include warding tattoos, unusual eye or skin colors, or even fangs in some cases. One thing that every Qinari has in common, and perhaps the most notable trait of all, is the vague but potent sense of unease that they instill in others.
Born With Purpose
A race originally created as serfs by dark magic, the Qinari were engineered and later bred and trained to hunt down and destroy enemy Wizards, Sorcerers and Necromancers. As such the Qinari are naturally resilient to spells and magical conditions. They also have a predatory, almost parasitic relationship with magic. These natural mage hunters sustain themselves and bolster their own life force by absorbing the essence of fallen spellcasters, amplifying their own physical prowess in the process. Over time they turned on the sect of dark sorcerers that created them, and formed their own clans where they passed on their hatred for magic and tradition of killing creatures that wield it. Drawn to magic, most habitually collect the Arcane Foci, Spellbooks, and other casting related items as trophies from their kills. Though rare, as they have no natural aptitude for magic, some try and utilize these instruments themselves to ultimately gain an ever growing understanding of magic to aide them in their hunts.
Burden Of The Hunt
Some Qinari renounce their heritage, turning their back on their clan and setting off into the world to experience new places and cultures. Fighting against their compulsion to hunt in an effort to intermingle with normal society. However those that embrace their compulsion often find themselves alone and as outcasts, treated with suspicion and fear. They are shunned especially by the particularly religious and moral factions of society, as well as those that frown on killing as a general rule.
Qinari Names
Male: Rakesh, Belkven, Thegal, Morkven, Indralinn, Sendrin, Varen
Female: Akari, Vesha, Carvenna, Lycira, Iranna, Thresha, Sevanna
Qinari Traits
Ability Score Increase. Your Dexterity score increases by 1.
Age. Although the Qinari reach physical maturity at about the same age as humans, their lifespans are increased by absorbing the magic of the casters they kill, making them theoretically able to extend their life indefinitely.
Alignment. Capable of any alignment, the Qinari have a slight bent towards the neutral alignments.
Size. Qinari are typically around 6 feet tall or slightly taller and weigh roughly 155 pounds on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mage Stalker. You are acutely sensitive to the presence of magic. You can use the racial ability Trace Arcane once per long rest. You have double proficiency on checks to perceive the presence of magic or magical items within 30 ft of you.
Magic Eater. You have proficiency on saving throws against spells and magical effects if you would have proficiency on the save from another source, you have expertise on the save. Any roll you make for a non ritual spell that you cast is made with disadvantage.
Aura of Hunger. Your body hungers for the magic of others, and seems to sap heat from the people caught in your presence. You are proficient in Intimidation but take -1 to all other Charisma checks.
Languages. You can speak, read, and write Common and one exotic language of your choice.
Absorb Arcane
Destroying a creature that has cast a spell or used magic within the last 30 days lets you use your reaction to absorb some of it's magical force, healing you for 2d6. Anything that would heal you over your hp maximum become Temporary Hit Points that last until you finish a long rest. Absorb Arcane grants one of the following effects for up to 1 hour:
- Unyielding Resolve: Advantage on Constitution checks, gain an additional 1d6 Temporary Hit Points until the effect ends.
- Unparalleled Strength: Advantage on Strength checks, until the effect ends you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Unnatural Reflexes: Advantage on Dexterity checks, +5 to speed and Initiative until the effect ends.
- Unearthly Cunning: Advantage on Wisdom checks, Darkvision up to 60 ft until the effect ends.
If you use Absorb Arcane at the time the creature was destroyed the effect is instantaneous and lasts for the full duration, if the creature has been dead for more than 1 minute treat this ability as a ritual with a cast time of 10 minutes. If the creature has been dead for more than a day reduce the hit points gained by Absorb Arcane by 1 for each day the creature has been dead, down to a minimum of 2 and reduce the effect duration of Absorb Arcane by 10 minutes for each day the creature has been dead down to a minimum of 10. Using Absorb Arcane on another creature while Absorb Arcane is already in effect does not grant additional effects, it will only grant the specified healing and extend the duration of the current effect by the specified amount.
Trace Arcane
You use your heightened senses to search for signs of magic that you are not already aware of in a 120 ft sphere centered on you. If there is an unknown magical source coming from a creature or object more than 30 feet from you, you only know it's general direction from your position, and whether it is above or below you. If there are multiple sources of magic more than 30 feet from you within range, you can discern only the direction of the closest one and the one with the highest Potency. Potency is determined by the highest available spell slot for a creature, or the rarity of a magical item as the case may be. If the strongest and closest magical sources are the same then that is the only magical presence you may trace. You are aware of all sources of magic within 30 feet of you and know their locations. A spell can be traced after it has been cast. It is traceable 1 day for each spell level at which it was cast, for instance a 1st level spell cast at the first level is traceable for 24 hours after the time it was cast, but a 1st level spell cast at the 7th level can be traced for 1 week after it was cast.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
5′ 9″ | +1d6 | 140 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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