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Echani

Medium species · Eshan
sourceECsizeMedium
Tweaked from 5eYou already know this as 5e Human (likely) — Echani are a near-human species literally engineered from human stock, so think baseline Human rather than a fey Elf — but with a martial, Dexterity-leaning tilt reflecting their warrior caste, so expect combat-flavored traits a standard Human doesn't have.
Echani
Unarmed specialist: 1d6 finesse strikes, light armor and two vibroweapons, plus a reaction that reads an attacker's combat stats.
Children of a matriarchal warrior culture where combat is the highest form of communication — to know someone fully, you must fight them.
duelistmelee-bruiserforce-caster
●●●weight · 1d6 finesse, light armor, reaction intel
Ability focusDexterity-first with a Wisdom bump — a finesse melee or force-attuned martial.
Standout traits
  • Unarmed Combatant — unarmed strikes deal 1d6 kinetic and have the finesse property
  • Echani Art — reaction to read an attacker's stats (AC, HP, save bonus, or ability score) via Insight vs. Deception
  • Martial Upbringing — proficiency in light armor and two martial vibroweapons
!Echani Art's uses per long rest are capped by your Wisdom modifier — low Wisdom makes it nearly useless.
natural-weaponsmobileforce-friendlyknowledge
Pairs withMonk or Guardian class · Dexterity/Wisdom melee build · Martial Arts or Sentinel archetype

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. Echani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

Female Names. Astri, Brianna, Isena, Raskta, Senriel

Surnames. Authal, Elysi, Fenni, Kinro, Lsu

Distinctions. Fair skin, white hair and eyes, remarkable familial similarity.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage and have the finesse property.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.