Qunari

A giant, horned race of 'greyskins,' as they are derogatorily known to the rest of Thedas, the Qunari are apparently descended from the 'Kossith,' until Ashkaari Koslun appeared to guide them. Both feared and respected for their physical strength and menacing appearance, those who abandon the Qun or were never raised inside it tend towards the path of a mercenary.

General
Speed: 30

Size: L, 7-8 ft, 280-350 lbs

Languages: Common

Lifespan: 80 years

Traits

 * Qunari Resilience - You have advantage on saving throws against poison, and take half damage from poison attacks.
 * Menacing - You are proficient in the Intimidation skill.
 * Relentless Endurance - When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can't use this feature again until you finish a long rest.
 * Natural Weapon - You are proficient with your unarmed strikes, which deal 1d4 damage on a hit. When charging at an enemy from a distance of 10 ft or more, you may perform an athletics check to attempt to gore your enemy with your horns for 1d6 piercing damage.

Follower of the Qun
Raised under the Qun, only these people consider themselves truly 'Qunari,' despite common usage of the word as a catch-all elsewhere. Taking a name which describes their purpose in society, Qunari constantly search for the making of a perfect society where all work towards a common purpose. Reviled in other parts of Thedas where the Qun has typically orchestrated military campaigns, they rarely live and work outside their communities except by direction of the Ariqun.

Cultural Traits

 * Language - You can speak and read Qunlat.
 * Weapons Training - You have proficiency in all Martial weapons.
 * The Dangers of Magic - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Tal-Vashoth/Vashoth
Either having left the Qun, or never having lived under it, this minority outside of Qunari lands generally live as mercenaries, being prized as talented fighters. The exception to this is in Rivain, where a more sizeable minority may live outside the Qun, with Vashoth mages even occasionally taking up the traditional mantle of a seer as well as many other roles.

Cultural Traits

 * Powerful Athlete - You gain proficiency in the Athletics skill, and can add double your proficiency bonus to Jump or Climb checks.
 * Extra Language - Pick one of your choosing.
 * Tool Proficiency - You are proficient with one tool set of your choice.