Kheper (5e Race)

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Author: Eiji-kun (talk)
Date Created: 6-13-23
Status: Complete
Editing: Clarity edits only please
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Kheper[edit]

Praise the sun.
—Ra-aire, Knight of the Golden Necropolis

In the desert, an ancient god of the sun and the dead had devoted followers who pledged themselves to the service of their empire and religion. These warriors were transformed into powerful beetle-like anthromorphs clad in organic armor, and granted long lives to guard the tombs of the dead. It is said that even when a kheper dies, it is reborn in spirit as a new kheper elsewhere.

Description[edit]

Kheper are humanoid scarabs which are wide and bulky like the beetles they resemble, or perhaps built like dwarves. Their heads are crowned with horns of various shapes and sizes, and small barbs on their legs give them greater grip than others in their desert homes. Their shells are often a glossy gold, but some variants have appeared in other metallic hues, stony brown and gray, and iridescent shine.

Height & Weight
Species Base Height Height Mod Base Weight Weight Mod Average
Kheper 3'10" +2d6 120 lbs. x (2d6) lbs. 4'8", 220 lbs

Kheper Psychology[edit]

The kheper were a devote species, being divinely converted from an unknown humanoid race in another time. However, this new species bred true and kheper unassociated with the initial religion came into being. Now, only fragments of the religion remain and the species no longer has a direct tie to its deity, yet they still carry its power in their chests.

Perhaps for that, the kheper tend to favor religions, and religions related to the sun, the desert, or the dead. In serving these forces they find comfort, and in protecting they fulfill their directive. Many also become knights and other protectors, giving others the impression of being innately noble.

Territories[edit]

Kheper hail from the desert, and only rarely stray from it. They can survive in other climates, but the heat suits them best.

Kheper Adventurers[edit]

Many kheper become guardians and clerics, stuck in the places they call home. However not all tasks can be in one place, and following divine edict, protecting another, or simply seeking the truth will lead the kheper outside their places of comfort.

Kheper Names[edit]

Kheper names tend to some off as Egyptian inspired.

Male Names: Djehuty, Khnumhotep, Ramose, Senusret, Usermontu

Female Names: Ahhotep, Henuttawy, Iset, Maatkare, Tentamun

Family Names: Rather than family names, last names tend to be associated with a tribe, a location, or a tradition.

Kheper Traits[edit]

Kheper

Creature Type. Humanoid
Ability Score Increase. Constitution +2, Wisdom +1
Age. 20-240
Alignment. Kheper can be any alignment, but their culture trends towards lawful alignments.
Size. Your size is Medium.
Speed. Your base speed is 30 feet.  
Carapace. You have a tough exoskeleton. When you aren’t wearing armor, your base AC is 14 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. 
Buzzwing. You do possess wings held under your shell, but they are not strong enough to grant flight. Instead you can grant yourself the effect of Feather Fall on yourself only as a reaction at will. In addition as an action you may beat your wings to create wind to push away gaseous obstructions 5 ft away from you in all directions. If you are on particulate ground such as sand or snow, you can instead create a cloud of debris in a 5 ft area away from you in all directions, which makes you heavily obscured for 1 round. 
Desert Acclimated. You can exist comfortably in conditions up to 140 degrees Fahrenheit without having to make checks due to the environment. 
Divine Gift. You know the Light cantrip. Starting at 3rd level, you can cast Sanctuary spell with this trait. Once you cast Sanctuary with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). 
Sandwalker. Natural sand never counts as difficult terrain for you, while magical sand hazards that produce difficult terrain grant you advantage on the saving throw.
Languages. You can speak, read, and write Common and one other exotic language





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Eiji-kun's Homebrew (5609 Articles)
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Facts about "Kheper (5e Race)"
Ability ModsCon +2 + and Wis +1 +
AuthorEiji-kun +
Canontrue +
Constitution+2 +
FeaturesAge +, Alignment +, Size +, Speed +, Carapace +, Buzzwing +, Desert Acclimated +, Divine Gift +, Sandwalker + and Languages +
Identifier5e Race +
Is Racetrue +
Race NameKheper +
RatingUndiscussed +
SizeMedium +
SummaryGiant scarab-people born of the desert, and protected by their ancient sun god. +
TitleKheper +
TypeHumanoid +
Wisdom+1 +