• Creature Type Humanoid
  • Size Medium
  • Speed 30 feet
  • Alignment Various, mostly neutral
  • Age Aging significantly longer than humans, usually hundreds of years.
  • Racial Features
    • 1+1 ASI Choose one ability score to increase by 1. Choose a different ability score to increase by 1.
    • Arcane Study. You gain advantage on Intelligence (Arcana) checks.
    • Blood Magic. Ish’karri excel in a dark art of hemomancy, expending their life essence in exchange for magical powers. They get access to the blood magic incantations. In order to use them, ish’karri have to utter a phrase and draw their blood (with a knife or other means). Immediately after you use one of these incantations, roll 1d10 and drop your hit points by the amount rolled, which can’t be reduced in any way. This damage does not evoke a Constitution saving throw to maintain your concentration. If you drop to 0 hit points as a consequence of casting the incantation, the incantation fails and has no effect.
      • Life Siphon. As a bonus action you drain your life essence to mend another creature’s wounds. One creature of your choice that you can see within 60 ft. regains the number of hit points you took after casting this incantation.
      • Blood Weaving. As an action you may shape your spilled blood (at max 500 ml or 8x8x8 cm cube) in following ways:
        • You move the blood, the movement doesn’t have enough force to cause damage.
        • You cause the blood to form into simple shapes and animate at your direction.
        • You freeze the blood, provided that there are no creatures in it. The blood unfreezes in 1 hour.
        • You bring the blood to boil. The blood returns to normal in 1 hour.
      • Sanguine Reading. As an action you weave blood magic to pull information out of at least 30 ml of blood. This blood must have come from a creature that is alive or has been dead for less than 1 hour. When you cast the spell, if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, though it doesn’t necessarily know who you are or what you are doing.
        Choose two of the following options to determine what information you learn from the creature’s blood:
        • You learn the creature’s type, its max hit points and immunities it has.
        • You learn whether the creature is within 1 mile of you, within 100 miles of you, or beyond that distance.
        • You learn the names of any poisons, diseases, curses, and blessings affecting the creature, that are known to you. Successful ability checks may also grant you insight into the nature and function of these conditions.
        • You learn if the creature’s blood contains any special magic, such as the healing properties of a unicorn’s blood, or the ritual magic uses for fiends’ blood.
  • Society and culture Ish’karr society thrives in arid and desert regions where they’ve established cities built around centers of magical learning. Their social structure is merit-based, with status determined primarily by magical power and knowledge. Ish’karr culture places immense value on discovery and innovation, most of the times at the expense of ethical considerations.
  • Physiology Ish’karri resemble humans with pale white, even albino skin tone. Their most distinctive features are small horns protruding from their foreheads, unusually colored eyes (gold or silver) and canine teeth. Many individuals bear scars tracking blood magic rituals they’ve performed. To combat excessive heat in their homelands, the ish’karri are cold-blooded, causing them to prefer hotter environments and making them colder to touch compared to other races.
  • Religion No organized religion, philosophies based on rational thinking and practicality.
  • Language The Ish’karrian language is an ancient language that has spread across the Vesper continent and became a widely used “Vesperian” language.
  • Relevant questlines Project Ichnoss
  • Gallery