Magerien
DnD Magerien Race

The Magerien are humanoid beings, larger and broader than ordinary humans. Many tales speak of the solitary, wise Magerien hermits who have aided countless heroes on their journeys to fame. With their uncanny ability to see through others and their deep-rooted charisma, they often leave a lasting impression on all who meet them.
Despite their strength and imposing build, the Magerien are best known for their intelligence and their capacity to live harmoniously within communities of other races.
A Unique Biology
Many populous races tell stories of the Magerien, though few have ever seen one in person. In these tales, they are depicted as solitary sages, sources of knowledge and counsel for nearby settlements.
Countless adventure stories tell of a hero seeking the wisdom of an Magerien before beginning a quest. Other stories speak of royal advisors with broad, unmistakable features. Whether these tales are true or not, Magerien still exist across the continent, rare but not extinct.
The Magerien Life Cycle
The rarity of the Magerien stems from their unique biology.
Young Magerien mature extremely slowly; their youth can last for several decades. During this long stage of life, they feel a powerful urge to travel, an instinctive search for a suitable place to settle.
Such a place must meet three conditions:
Sufficient natural resources
A local population of intelligent beings
An absence of other Magerien nearby
Once an Magerien finds such a place, they enter the second phase of life, marked by a greater appetite and a more sedentary lifestyle. Since a single Magerien can easily deplete the surplus of a small village, their nomadic youth is a biological necessity.
Among Humans
Though many regard them as hermits, some Magerien live right among humans. In towns and cities, they often take on roles that make use of their wisdom and understanding of people, such as mediators, advisors, guardians, or even mentors.
Their imposing appearance can inspire fear or awe, but most quickly earn respect through their charisma and keen insight. To many, they are a mysterious yet familiar presence, a bridge between the human and the unknown.
Masters of Social Interaction
Because they rely on other species for companionship and sustenance, the Magerien have become true masters of social interaction. Each individual possesses an innate ability to read body language and vocal cues, allowing them to accurately sense others’ emotions and intentions.
The vast knowledge attributed to the Magerien often comes from their extraordinary powers of observation. Even a brief conversation can reveal a surprising amount to these perceptive beings. Clever as they are, the Magerien always find ways to benefit from what they learn.
Stats
- Ability Score Increase.Your Charisma score increases by 2 and your Constitution and Wisdom scores increase by 1.
- Age. Magerien reach maturity around age 25 and can live as long as 300 years, though none of this affects how long it takes one to enter the second stage of their life.
- Alignment. In order to fit in with the societies they attach themselves to, Magerien are usually flexible when it comes to ideas of alignment, meaning that most of them tend towards neutrality.
- Size. While only a little taller than a human, around 6 to 7 feet tall, an Magerien has a distinctively wide build which makes them significantly heavier than humans, even before they enter the sedentary portion of their life. A young Magerien usually ranges between 200 and 300 pounds, while and older, settled Magerien can get upwards of 700 to 800 pounds. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Takes One to Know One.You have advantage on saving throws against being charmed.
- Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Gift of Gab.You gain proficiency with two of the following skills of your choice: Persuasion, Insight, Deception, and Performance.
- A Friendly Ear.Once per short rest, you can attempt to charm a non-hostile creature you are conversing with if you converse with them for at least one minute. The creature must make a Wisdom saving throw, the Dc for the saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the target becomes charmed by you for one hour, and you learn one piece of information that the target knows that relates to the topic of your conversation, at the DM’s discretion. Regardless of whether or not the target makes the save, they remain unaware of your attempt.
- Languages: Your character can speak, read, and write. Common and the language of your country if you have that and two other languages that you want.