Hard headed both in a literal and a metaphorical sense, the heumar, or pachycephalosauria are a race of saurials possessing large thick craniums.

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Straight to the Point.

Quick to confrontation and quicker at insult throwing, heamars can be considered foul-mouthed and equally foul tempered. They rarely use fanciful speech preferring they give the quickest and bluntest transfer of dialog to one another rather than a long winded speech to convey the same things. They consider it impolite to not mean what you really think. They would rather say they hate a loved one's cooking than tell them it tastes well to save face. Above all they hate name calling, many tavern drunkards have been rammed straight through a wall after calling one "Domeheads."

Somewhat Honorable.

Heaumar leaders are determined through a ritualistic combat of headbutting. While the duels seem odd and barbaric to some, heaumars hold various important rules for these duels and make sure in what needs to be done. These duels are set within a ten foot circle and the winner is determined by either being pushed out of the circle or is unable to stand back up in the duel.

  1. No additional weapons can be brought to the duel arena. You are only to use the weapons nature has given you.
  2. You cannot speak during the fight to goad your opponent. Any form of speech is tolerated before the duel commences.
  3. Do not kill your opponent. The killer will be disqualified and shamed by the society as a murderer.
  4.  You are only to wear a set of leather pants and a set of leather made gloves for the duel. This is to be examined by the elders to avoid cheating

Notably within their society it is fine to attack the flanks of an opponent. Some winners have won by managing to pull moves considered dirty or cheating in a fight. Throwing dirt in the eyes, kicking the sides, or even full on drop kicking the opponent is openly accepted.

Heaumar Traits.

Ability Score Increase. Your Strength, Intelligence, and Constitution scores all increases by 1

Age.

Alignment.

Size.

Speed.

Reinforced Cranium. Your thick skull is a natural weapon you can use for unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. instead of the bludgeoning damage normal for an unarmed strike.

Ramming Impact. Immediately after you use the dash action on your turn and move at least 20 feet, you can make one melee attack with your skull as a bonus action.

Flank Ram. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to ram the target in their side. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Foul Mouth. You have proficiency in intimidation.