Things Changed from vanilla DnD 5e

New Race: Khetzal Kane
At the highest mountain peaks in the figged cold of Astrakane far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive Khetzal Kane. Few folk can claim to have seen a Khetzal, and fewer still can claim friendship with them. Their bodies look as if they are carved from frozen rock and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying. The khetzal Kane is one of the Outer Races.

Khetzal Kane Traits
The Khetzal Kane share a number of traits in common with each other.

Ability Score Increase
Your Strength score increases by 1, your Intelligence score decreases by 1, and your Constitution score increases by 2.

Age
Khetzal Kane have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Alignment
Khetzal society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.

Size
Khetzal Kane are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Natural Athlete
You have proficiency in the Athletics and survival skills.

Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest unless the damage would be cold. You may use this ability as a reaction each time you would take cold damage.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages
You can speak, read, and write Common and Giant.

Races in Kega
Light Races

Dark Races

Age
The world of Kega is you're than most so some changes to the age of races are needed.

Eladrin elves can live to 650 years old.

Any race other than elves who's maximum age would exceed 180-200 has that as their maximum age.

Elves who are not the Eladrin subrace can live to 350 years old.

Mages: Sorcerer; Wizard; Bard; Cleric; Warlock
Sorcerer: There is a rare chance for the people of Kega to be born with what is called the spark. This is an intrinsic power gifted to the sorcerer with no strings attached. Sometimes given by dark gods to those meant to be evildoers at birth or Heroes in the same manner. Sometimes exposure to a great elemental or force of powerful magic left behind from ancient times will ignite the spark in you. Whatever the source your power is innate and flowing with unlimited potential.

Wizard: When the first one created existence throughout it was weaved the greatest power of all. This power is wielded by Gods to create existence, it is what gives Gods their power, it is known as magic. This power is independent of the Gods now. It exists and always will whether or not the Gods want it. The elves studied this power and found a way through the use of the primordial language to, through study harness this power and command it. Each wizard has a spell book which they can copy as many spells as they have the power for into. Each night they must study the book and memorize a set of spells for the day. Many of these spells require components for the wizards to focus their power.

Bard: The Bard colleges of Kega teach that the God Reb sung the world into existance with a song and show people how to harness the inate magic that still exists in great music and the spoken word. Though Bard colleges are where most Bards learn their trade many discover it on their own or from other teachers.

Cleric: Servants of the Gods of Kega moving throughout the world spreading their power and the blessings and judegmeant of their God. The Clerics of this world wield the power of their gods for as long as they are in their favor and preach their blessings.

Warlock: Warlocks enter into an agreemeant with a god or other being of this world usually known but sometimes unknowingly. This Being gives them power usually in return for services or other such things.

Warriors: Barbarian; Monk; Fighter; Rouge
Barbarian: Warriors of pure strength who use their anger to fight for what they belive in. One of the standard and more common classes of Kega.

Monk: Some of the greatest fighters of the world of Kega. Monks are trained in monasteries dotted throughout the world of Kega. The most famous of which are in Tarhum Dur. Monks study several traditions of fighting, Death, Drunken Masters, Elements, Hand, Kensei, Light, and Shadow. Different monasteries teach different things. The Monk’s ability to master the Ki in their bodies is what makes them really great. They can take their Ki and convert it into stronger and faster attacks or even into things that would seem magical.

Fighter: Fighters are the most gifted warriors this world has to offer. Some have some command over magic but most are just extremely skilled in battle.

Rouge: Rouges are usually thieves who have perfected the skills of stealth and lockpicking as well as having time to study the world about them. Not all rouges are thieves though most are.

Other: Druid; Paladin; Ranger; Artificer
Druid: Servants of nature who have a connection to the goddeses of life and nature so much so that they can become one with the beasts of this world and wield their magic.

Paladin: Paladins are similar to clerics but rather than being priests for their god they are holy warriors who have sworn an oath to uphold the values of their patron and in return have been gifted with magic powers to make their attacks stronger.

Ranger: Mostly from the Core in Metldum but can be from anywhere. Servants of nature and powerful warriors have access to some nature magic like druids and can fight like few others. Those that aren’t part of Metldum’s core are warriors at the edge of civilization usually hunting enemies of nature and creation.

Artificer: Mostly exclusive to the dwarves of Bholdor. The greatest smithies, enchanters, and alchemists in the land. The artificers of Bholdor are masters of the inner workings of magic and it’s applications in making magical weapons and powerful artifacts. The artificer has the addition of an extra infusion detailed here.

Choosing a Subclass

 * If it is not published content check with me first. Also check with me first for any published CR content. This is a good general rule for most things. If there is something you want to do not listed here check with me first.

Criticals Matter
In Kega Criticals matter more. If you role a natural twenty you double the number on the damage dice rolled as normal however in addition you may reroll any ones rolled. If you roll a natural one during an attack you will either hit an ally by mistake or the force of your inaccurate blow will cause you to drop your weapon. Picking up the dropped weapon is a bonus action on your turn.

Movement
Each square is 5 feet and there is no impact on movement to going diagonally.

Flanking
Both you and the creatures you fight can take advantage of the flanking bonus for advantage on attack rolls against enemies who are flanked.

Casting Multiple Spells in a Turn
If you cast a spell on your turn your second spell must be of 1st level or lower if you are 5th level or bellow. At 6th level you may cast a spell of 2nd level or lower.

Resurrection
If your target has been dead for longer than 1 hour your spell has a chance of failing. You and those close to the deceased gather around for a resurrection ritual. Three members may make contributions to the ritual to attempt to call the spirit back to the land of the living. The better these moments are role played the lower the DC the check I ask you to make will have. Each passed check will add a bonus to your roll. After the ritual you will role a check with your spell casting ability modifier. The DC for the resurrection will be 10 plus the number of times your target has died. For each successful check you will add 2 to the role. Natural ones have no effect on this result other than being bad. All additions are applied as they normally would be.