Among the cyclopes, a rare child is sometimes born with ten fingers on each hand and ten toes on each foot. These extraordinary beings are known as jancan. Where ordinary cyclopes struggle to recall their lost heritage, the jancan embody fragments of it. They possess remarkable dexterity and a natural instinct for creation that sets them apart from the rest of their kin.
Born to the Forge#
Jancan are revered because of their unparalleled skill as smiths. Their many-fingered hands can shape metal with a precision no other giant can match. With time and training, a jancan can craft mighty weapons and wondrous artifacts intended for creatures of great size and strength. Each creation is bound to the soul of a single owner, shining with power only while that owner lives. When the wielder dies, the enchantment fades, leaving behind only the memory of a masterwork forged by a jancan’s gifted hands.
Lost Purpose#
The cyclopes used to have a greater purpose—to forge weapons to be used by the gods; to guard great treasure vaults filled with doomsday weapons; or to build massive fortresses, towers, and other wondrous architecture. These great tasks have long since been abandoned or forgotten.
Infatuation#
Cyclopes often become infatuated with members of the fey races. This infatuation is doomed to end in tragedy, for the fey look upon cyclopes as ugly brutes. The best that a cyclops can hope for is to become a servant, to be used and manipulated.
Jancan Names#
Jancan names often differ from the coarse, guttural names of ordinary cyclopes. Their names tend to be heavier, deliberate, and shaped by the cadence of hammer on anvil. Unlike their kin, jancan frequently adopt titles rather than clan names, reflecting their craft or the forge that shaped them. These titles can honor a masterpiece they forged, a material they favor, or a principle they hold dear.
- Names: Korvak, Thalren, Jornaka, Velmuk, Rithena, Mograk, Yandrel
Jancan Traits#
As a jancan, you have these special traits.
Forge Toughened Body. You have Resistance to Fire damage.
Master Craftsman. You gain proficiency in Smith’s Tools and Mason’s Tools. If you already have proficiency, you may choose a different tools proficiency.
Raw materials cost half as much for you to craft any nonmagical item. When determining crafting time, you count as two characters working at once. You may still have one assistant who counts as an additional character for this purpose.
Many Fingered Agility. You have Advantage on Dexterity checks when using Sleight of Hand, Thieves’ Tools, or using Performance to play a musical instrument.
Many Fingered Strength. Your grip is incredibly strong. While you are grappling a creature, that creature takes Bludgeoning damage equal to your Strength Modifier at the start of each of its turns.
Poor Depth Perception. You have Disadvantage on ranged attack rolls made against targets more than 30 feet away.
Towering Might. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

