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Heads
Races
Yokai
Nekotara.....................................................................5
Canuis........................................................................14
Kumohito..................................................................47
Kimara.......................................................................56
Dullahan....................................................................74
Shinigami..................................................................76
Vixsume.....................................................................87
Bunbun.......................................................................99
Farasi..........................................................................101
Ramuun.....................................................................103
Tigraan.......................................................................105
Anguillara..................................................................112
Battofōku...................................................................114
Risu.............................................................................112
Rakūn..........................................................................114
Ari.................................................................................114
Ejula.............................................................................114
Mitsubachi ..................................................................114
Fey
Lusan...........................................................................68
Florian........................................................................68
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Mythical creatures
Hāpī............................................................................22 Ramia.........................................................................60
Dragonkin.................................................................30
Otherwordly
Ix-xitan........................................................................80
Succubus/Incubuss.................................................85
Vampire......................................................................78
Aingeal........................................................................93
Creatures
Suraimu....................................................................119
Classes/Subclasses
Arcane Archer.........................................................139
(Cleric) Shadow Do
Credits
Credits......................................................................153
Yokai
Nekotara
''We did it! We're finally free!'' Okita Naruko's joyous cries rang out across the battlefield, echoing over the mounds of bloodied corpses. The other Nekotara and Aaracokra stopped and stared at her, before bursting out with cheers and cries of their own. They would revel through the night with drink and dance, all while singing songs in defiance of those monstrous Humans, proclaiming their joy in being free. In the distance, Naruko sat alone on a rock, thinking about what her grandfather had taught her all those years ago. She remembered every one of those lessons — all the tales of pain and sorrow the Nekotara had suffered, and how it had all began. The first Nekotara had lived peacefully, deep in the forests. One day, they found a Human, nearly dead from thirst. The Nekotara felt obliged to help him. After a few days, the man had recovered. He thanked the Nekotara and went on his way, fully provisioned for his travels. For quite some time, the lives of the Nekotara went on as normal, but this was not to last. A band of Humans, bursting through the forest murk, had launched a raid upon the Nekotara. Most of their kin were captured, but some were killed outright, as an example. Bound in magic chains which sapped their strength, they were carted away. For 2000 years the Nekotara would live as slaves, subjugated and brutalized. However, with time came the opportunity to organize, to plan, and to rebel. With the aid of reinforcements from the Aarakocra and the Tabaxi, they had finally broken free from their Human masters. Days and nights of bloodshed had come and gone since their first blow was struck, but the Humans had finally given up. The Nekotara were free.
Suddenly, a voice broke Naruko from her reverie.
''Hey, it's time to leave,” one of her soldiers shouted, “aren't you coming?'' Naruko climbed down from the rock and called out, ''I'm coming!'' Returning to her people, remembering her grandfather, she whispered to herself, ''It's time to go home.''
Birth And Misery
For the longest time, the Tabaxi were the only catlike race of humanoids. This changed, however, when the feline goddess Inamu was particularly bored one day, and decided to make a new race to entertain themselves. They planted a seed of transformation in a few Tabaxi to start an evolution progress into a new race, one with characteristics closer to those of Humans. They would later be called the Nekotara. The Nekotara kept their feline instincts and reflexes, and a few catlike physical traits, but gained a more conventionally humanoid appearance. For the first few years of their existence, the Nekotara lived in relative peace with each other, all until their 2000 years of slavery under Human rule began. The Nekotara, in the days before enslavement, had managed to forge a handful of alliances. Most notable was that they shared with the Tabaxi, who eventually took it upon themselves to bide their time and prepare for an opportunity to help free the Nekotara. The rebellion lasted for a bit over 4 months, and after much fighting, eventually Humans had no choice to concede. With their slaves now unbound, the Human cabal who had once imprisoned them were forced into hiding. Neither hide nor hair of them has been seen since. The newly emancipated Nekotara were so thankful to the
Tabaxi that they built statues in their name, and to this day the Nekotara hold the Tabaxi in the highest regard. Since gaining their freedom, the Nekotara have taken every opportunity to explore every land within their reach, visiting many cultures, and founding many tribes all around the world.
Felines Society
The various types of Nekotara arrange their societies differently, though most prefer a tribal lifestyle. When seeking habitats, the Nekotara most often choose forested areas or open plains. The Nekotara are fairly open and welcoming to most races (especially to Tabaxi, and to other subspecies of Nekotara), but they bear a historical animosity towards humans. In Nekotara society, the survival and prosperity of the tribe is their sole priority.
A very perrfect cat
Nekotaras are generally kind at heart, and the relations between different tribes of Nekotara are very good. Most of their personality will however, greatly depend on their subspecies.
Relationships
Tabaxi. The relationship between the Nekotara and Tabaxi is quite good: not only are the Tabaxi the Nekotara's ancestors, but the Tabaxi also aided in the Nekotara Rebellion. The Nekotara treat the Tabaxi as brothers and sisters, and are often welcomed as part of the tribe.
Humans. The Nekotara hate Humans, due to their poor history together; though some tribes dislike Humans more than others. However, if any tribe were to come across Humans who participate in slavery, they would be hunted down without mercy.
Canuis. Unsurprisingly, the Nekotara and the Canuis get on as well as fire and water. Their rivalry is deep-seated, but is borne out of a competitive instinct rather than a genuine hatred.
Nekotara Names
The name of a Nekotara is given by their elder of their tribe. Such names often convey a meaning, such as Megumi, which means blessing, or grace. If a tribe is ever dishonoured by one of its members, they will be stripped of their name and given a new one which reflects whichever crime has been committed. After that, they will be banished from their tribe.
Male Names: Aito, Akira, Daichi, Daisuke, Hibiki, Hiroaki, Hiroshi, Ichiro, Isao, Izumi, Kazuma, Kenzou, Kuro, Koji, Kousuke, Natsuo, Raiden, Ryouichi, Riku Reiji, Seiichi, Sora, Taichi, Takuma, Yuuma, Yuuto. Tomo, Toshiro, Yamato, Yo, Yosuke.
Female Names: Aiko, Aiya, Akari, Aya, Chiaki, Chiyo, Emiko, Eri, Fumiko, Fuyuko, Hanako, Haru, Haruka, Kagami, Kaiya, Kame, Keiko, Mariko, Megumi, Naruko, Okimi, Reiko, Sakura, Seina, Toru, Yuki, Yuri.
Nekotara Racial Traits
Nekotara has an assortment of inborn abilities, part and parcel of Nekotara nature.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Nekotara usually grow to be around 400 years old, though there have been reports of some growing to be up to 500 years old. Nekotara grow up very slowly, reaching maturity at about 120 years old. They will stay youthful for a long time after that, however, and will only start to show significant signs of aging once they’re over 380 years old, at which point, they will age very rapidly.
Size. The male Nekotara stands between 5.5 and 6 and the female stands between 4.9. 5.4 feet tall. And the male weight is around 112 to 136 lbs and the females weight is around 99 to 121 lbs Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Because of the high number of rods in their retina the Nekotara have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Cats Tongue. You can speak to any feral catlike species like Cats, Lions Tigers Esc.
Nine Lives. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Feline Accent. The Accent named Nekotaren it's just like the human tongue but also different sometimes you will hear some purr when they are happy or hiss when they’re angry. And they will use cat puns for different words like purrception for perception.
Languages. You can speak, read and write Common.
City Nekotara
City Nekotara don’t have their own society, nor do they live in tribes. Instead, they partake in Human society, even though they still dislike Humans due to the troubled past their peoples share. The City Nekotara persevere in their ways nonetheless, mostly driven by their own curiosity. City Nekotara are inquisitive to a fault, and their habit of obsessing over anything unknown to them often results in trouble. This, however, has resulted in many such Nekotara developing a silver tongue, ideal for escaping the bad situations they get themselves into. City Nekotara are famously resourceful and inventive, and are often skilled with various tools. The City Nekotara is one of the few subspecies to have partially forgiven Humans for the Nekotara enslavement: they walk and live alongside them, but with a wariness that is hard to shake. They spend most of their time learning all they can about nearby races and jotting their findings down in journals. Some also have a head for business - many own bookstores or general stores, bolstered by their connections with the Cheetah Nekotaras. Others have developed an eye for fashion from living in the city. Fittingly, Nekotara tailors are not unheard of.
Ability Score Increase. Your Charisma score increases by 1.
Purrsuasion. You have proficiency in Persuasion.
Catstination. You will be proficient in a tool and language of your choice.
Alignment. Many Nekotara are Neutral but most of them are Chaotic Neutral due to their curious nature to learn new things about the other races.
Cheetah Nekotara
Cheetah Nekotara live together in small nomadic tribes who work largely as traders. They rarely stay in one place for long, and their culture reflects this: they live in small, portable tents made out of fur from their prey, which are easily foldable in case they decide to leave on a whim. Due to their abundant travelling, most Cheetah Nekotara have picked up some mercantile skills. Accordingly, they prefer to acquire tools and weapons by means of trade, as opposed to making them themselves. They mainly obtain goods by hunting, or by looting long-abandoned tombs and dungeons. Save for what they intend to trade, their nomadic lifestyle makes them very minimalistic. They sell anything for which they have no use, but this has resulted in some tribe members developing a habit of hoarding their wealth. If one chooses not to trade, a Cheetah Nekotara will often go adventuring in search of far-off treasures. The numerous tribes have taken to employing huge varieties of eye-catching costumes in order to attract their customers, and this positive attention makes it a simple task to talk their way into any city they choose. When beyond the cities, a common game involves racing through dangerous ruins to see who can snatch the most treasure the fastest. They hunt similarly, by chasing their prey on foot at blinding speeds. Thus, the cycle begins again: they trade their gains from hunting and looting, they purchase new weapons and armour, and leave for parts unknown, where they will hunt, loot, and trade once more.
Ability Score Increase. Your Constitution score increases by 1.
Furmidable Speed. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Alignment. The cheetah Nekotara are most of the time chaotic neutral due to there way of trading. They pretty much would get the best deal through lying about the products and it helps that they don't wear a lot of clothing to attract the audience. Later that day get out of that city or town leaving no traces behind.
Lion Nekotara
Lion Nekotara Lion Nekotara tribes are very specific in the locations they settle, often preferring rocky cliffs with natural caves for their natural vantage points above nearby fields and plains. They will also dig caves themselves if the tribe grows too big for the natural caves to hold. Fittingly, they are capable diggers and stone masons. Due to the scarcity of trees on the hot plains, wood is precious, and so Lion Nekotara hack and chisel weaponry out of the stone they quarry when building new homes. Some tribes will create huts out of dried mud in proximity to their caves, though this is extremely rare. It is common for females to outnumber males, as elderly males are frequently exiled when their strength begins to fail them. Lion Nekotara will always hunt and travel in packs: if you see one, there will be more. Lion Nekotara are brutal and ferocious hunters who stalk the largest prey. As they are an obstinate people, their societies seldom change, and connections with other peoples are rare. Like other Nekotara, however, they are extremely loyal, and if you manage to befriend one, you will be guaranteed to have a friend for life despite their stubbornness. The Lion Nekotara wear leathers, furs, and skins taken from the animals they hunt, but many women have taken to adopting more “elegant” clothing over the
more conservative men. Make no mistake, however — the women are eager hunters. At the end of the month, they will hold a tournament to see which group can bring in the largest prey. These tournament groups usually consist of one male and four females. Men are more frequently given protector roles within the tribe, and are commonly tasked with the construction of new homes while the women hunt.
Ability Score Increase. Your Strength score increases by 1.
Pride Assist. You can take the Help action as a bonus action.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Alignment. The lion Nekotara are rarely not lawful neutral. They prefer to stick to their own kind. They not very often open up to other races.
Lynx Nekotara
Building their housing from compacted snow, these Nekotara rarely use wooden lumber. Instead, surrounding trees serve as cover, fuel, or a source of weaponry. Tribes of Lynx Nekotara, forced to cooperate by a harsh climate, have developed a highly ordered social structure with designated leaders. Unlike other Nekotara, the Lynx Nekotara regularly hunt alone as well as in teams. When hunting alone, they prefer small prey. Meanwhile, grouped hunters will eagerly tackle larger creatures by overwhelming them with their numbers. Lynx Nekotara are like the lands they inhabit: cold and distant, especially to strangers. They stick to their own kind, and their own tribe especially. They don't hold a grudge against humans, as they moved into their cold, harsh lands before their kind had ever been enslaved. Two millennia of enslavement and rebellion passed without the Lynx ever interfering. However, they still treat Humans with a cold shoulder, like many other races. The Lynx have little need for clothes, being well-adapted to their habitats, so they simply wear what garb suits their uncomplicated tastes. Hunting and gathering make up most of their days, and they also enjoy catching fish when the ice is right. Surrounding layers of thick snow are ideal for the cubs' games of hide-and-seek.
Ability Score Increase. Your Wisdom score increases by 1.
Natural Instincts. You have proficiency in Survival.
Icy Terrain Expert. You are acclimated to the extreme cold, and have advantage on Survival checks made to find food or stay on the path in arctic biomes.
Purryfult Terrain. You have advantage on nonmagical difficult terrain that has to do with climbing.
Ice-proof fur sure. You have resistance to cold damage.
Alignment. Alignment: The nekotara Lynxes are pretty chill they are mostly neutral/lawful, neutral they really don’t care about the other races.
Panther Nekotara
Panther Nekotara are solitary hunters who train to silently stalk and dispatch small or medium targets. Black clothing is their common garb, for the sake of going unseen when hunting or being hunted. Panther Nekotara like spending time alone, even when at home with their tribes. Their silent hunting style has resulted in them seldom speaking, instead using subtle gestures and facial expressions to communicate. Despite this, they do have a love of music. Like the Lynxes, the Panthers distrust strangers, and will sometimes seem to vanish before you have a chance to get acquainted. When stealth isn't needed, the Panthers like to practice their music on instruments they often make themselves. The same carving skills used to make instruments apply to their weapon-making, and most of their materials come from the hardwood growing in the surrounding jungle.
Ability Score Increase. Your Intelligence score increases by 1.
Meowsician. You are proficient with 1 musical instrument.
Prowl. You have proficiency in stealth.
Nightstalker. Panther Nekotara have the ability to assimilate with the dark environment around them, granting them the possibility to hide in dim light.
Alignment. Most of the panther Nekotara are chaotic neutral. They won’t allow any other race then their own on their territories. They will sneak up to them and just scare them away.
Tiger Nekotara
Martial arts and meditation are central to the society of the Tiger Nekotara. Their cubs begin training at the age of 3, making use of simple weapons. These implements are used to bring out strength in the self, so the creation of powerful weaponry is not considered necessary. As they live in abandoned temples, building homes is a rare activity. These tribes barely even hunt, instead making training their main form of exercise. When they do hunt, it is out of necessity, and they engage with their prey in a direct and efficient manner, making effective use of what numbers they have. Tiger Nekotara are strong-willed and disciplined. To them, a cool and collected approach is needed for everything from combat to a simple trip to the market. Accordingly, they are slow to anger, but what vengeance they do see fit to inflict is brutal and merciless. Their garb is typically simple and akin to monastic clothing. All members of the tribe are expected to train daily in the Tiger's Way. They also meditate 2 hours in the morning, and 2 hours in the evening. Such routines are expected to be maintained, even when away from home. All other daily tasks are considered secondary to this eternal quest to hone both body and mind.
Ability Score Increase. Your Strength score increases by 1.
Cathletic. You have proficiency in Athletics.
Tigers Palm. When You scores a critical hit with a melee weapon Attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Alignment. the tiger nekotara are barely anything else then Lawful Neutral they are welcoming to every race besides humans. They even will give you a cub of thee.
Sphinx Nekokotara
Among the rolling dunes, the Sphinx Nekotara have sworn themselves to protect the wondrous tombs and treasures of the deepest deserts. Fittingly, a common talent among them is that of detecting magic. For their efforts, the peoples of nearby towns and cities reward them with riches, fine clothes, and exquisite food. As for ''normal jobs'', they mostly consider themselves far too important to need them. Like many of their kind, they keep to themselves, but plenty of other peoples consider them helpful. It is only their arrogant airs that makes talking to the Sphinxes difficult. Leaders of Sphinx tribes are chosen from among themselves by virtue of their beauty. The Sphinx tribes consider the Canuis their enemies, but also oppose the Medusa Ramia, frequently defending others from their raids. However, a Sphinx will rarely place any concern above their vanity. The defacing of one's appearance is considered a terrible insult, worthy of any act of vengeance short of murder.
Magical catstincts. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Cataract You have proficiency in Insight.
Alignment. Most of the time's Sphinx Nekotara's are kind and very helpfull but don't get on their bad side. Good/Neutral
Canuis
Long ago, in an isolated Canuis pack had been truck with famine. A few Wolf hunters had been commanded to find food in the wild, which would undoubtedly be perilous, but hopes were that experience would trump danger. Days passed and food was non-existent, all until the hunters found something better: civilization. They spied a few Humans sitting around a campfire. The Wild Canuis, who had never seen such beings, eyed them with both hostility and curiosity. They were surprised when the Humans offered them food and shelter. While skeptical at first, the Wolves eventually accepted, and became friendly with the outsiders. This pack of Wild Canuis, once starving, found themselves assimilated into Human society, ultimately becoming City Canuis.
Birth of man’s best friend
When Inamu began creating the Nekotara, another god named (second god name) found the idea distasteful. So, (gender) began to devise a race of (his/her) own, all to prove to the canine god Vosir that he was better than Inamu. So she began to think of a race that would be superior to those inane felines, but who would also remain loyal to him. Naturally, He decided that dogs, a formidable and dutiful species, would be a fitting template. The god named them the Canuis. But there were no d
og-beast races in the mortal realm, so (he/she) sowed the seeds of transformation in normal canine's to make them Humanoid, like the Nekotara would become. It
would take a little longer for them to evolve, but even so the Canuis were born. The Canuis would keep their canine-like instincts and reflexes, and a few canine-like physical traits, but overall acted and appeared a bit more humanoid. One group of the pack chose to follow other races but the rest of the Canuis and the other races chose to stay distant from each other and the rest of the Canuis looked and found a place that suited their tastes. But some of them still have a great relationship with the other races.
Relationships
Nekotara. The Nekotara and the Canuis are going, as well as fire and water. They pretty much hate each other to the bone.
Other races. Most of the Canuis species have good connections with the other races.
Canine Society
The various species of Canuis have rather different societies, though most live in packs, and prefer a mix of closed forests, plains, mountains. The Canuis species are all different through other races some are loyal and friendly others are more hostile.
Canuis Names
At the birth of a Canuis baby, their name is given by the chief, a figure of authority or respect. Most of the time these names come from old, sometimes they are from new stories about heroes or strong fighters. Having a Canuis child being named after you would be the highest honor.
Male Names: Aito, Akira, Daichi, Daisuke, Hibiki, Hiroaki, Hiroshi, Ichiro, Isao, Izumi, Kazuma, Kenzou, Kuro, Koji, Kousuke, Natsuo, Raiden, Ryouichi, Riku Reiji, Seiichi, Sora, Taichi, Takuma, Yuuma, Yuuto. Tomo, Toshiro, Yamato, Yo, Yosuke.
Female Names: Aiko, Aiya, Akari, Aya, Chiaki, Chiyo, Emiko, Eri, Fumiko, Fuyuko, Hanako, Haru, Haruka, Kagami, Kaiya, Kame, Keiko, Mariko, Megumi, Naruko, Okimi, Reiko, Sakura, Seina, Toru, Yuki, Yuri
Canuis Racial Traits
Your Canuis character has an assortment of inborn abilities, part, and parcel of Canuis nature.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Canuis usually grow to be around 150 years old, though there have been reports of some growing to be up to 200 years old. Canuis grows up very slowly, reaching maturity at about 50 years old. They will stay youthful for a long time after that, however, and will only start to show significant signs of aging once they’re over 130 years old, at which point, they will age very rapidly.
Size. The male Canuis stands between 5.5 and 6 and the female stands between 4.9. 5.4 feet tall. And the male weight is around 112 to 136 lbs and the female's weight is around 99 to 121 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dogs Cant. You can speak to Canine creatures.
Darkvision. Because of the high number of rods in their retina the Canuis have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were a dim light. You can’t discern color in darkness, only shades of gray.
Minor Howl. As a bonus action, forcing each creature of your choice within 10 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, the target becomes frightened of you for 15 feet, lasts a number of rounds equal to your Constitution modifier, if the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You can use this feature once per long rest.
Canine Senses. Canuis senses of hearing and smell are better than most humanoids. You are proficient in the Perception skill.
Languages. Canuis can speak, read and write Common.
City Canuis
City Canuis don’t have their own society, nor do they live in packs. Instead, they partake in human society, they had in the past they were known as the Wild Canuis but now most love to walk alongside other races. Expectedly, humans due to their ancestors and how they treat them. City Canuis don’t hunt very often, but if they do, they usually target small creatures. City Canuis are very loyal through the other races, and they want to engage with every race, but if you betray them they won't easily forgive. They try to get along with everyone. And to serve other races Exceptionally humans. City Canuis wear mostly easy to wear clothing, but when they are working, they love to wear butler and maid outfits to show their loyalty. The City Canuis mostly spend their time working at different types of stores or working at inns, working under humans that treat them well. And in their free time, they love to roam around the place they live or a forest nearby. They also like to perform for people. City Canuis are normally found in human towns and cities.
Ability Score Increase. Your Charisma score Increases by 1.
Enthusiastic Entertainment. You have proficiency in Performance.
Caninestination. You will be proficient in a tool and language of your choice.
Pawficiency. You have proficiency in improvised weapons.
Alignment. Many City Canuis are Neutral, but most of them are Lawful Neutral due to their jobs.
Wolf Canuis
The Wolf Canuis are wolf-like humanoids driven by their warrior spirit. They gather in packs far away from civilizations where they test themselves to survive and train their skills. Most wolf Canuis stay in their packs, content with their training but some want to challenge themselves to new and exciting things. And so they are known to seek out arenas, jobs as guards or other places where they can fight. Besides victories, they also treasure material things. Being the leader and owning the whole pack is a dream of most. Gold is also very useful to them or having relics, magical or rare objects. It's important to gather wealth and to show that you are succeeding. Growing up in a warrior race they quickly learn that the strong survive. At a young age, children are taken along to learn how to track and hunt creatures. In their spare time battle strategies or being discussed and weapons polished. An adult wolf Canuis receives a Fang over fang on their coming of age birthday. This is a unique weapon that is only practiced in their tribes. A double-sided sword that can make 2 quick cuts before the enemy can strike. Like the unique Fang over fang weapon the wolf Canuis practice rituals that stem from ancient times. Being that the tribes rarely see guests or outside traders they mostly stay the same as time passes. That's why the weapons Smits still know how to make a Fang over Fang. These ancient practices and weapon training fuel their lust for battle. But if a wolf Canuis ever stains the reputation of the pack he or she will be banned and ripped off his/her name and given a name that would fit her or him. But if a wolf Canuis ever stains the reputation of the pack he or she will be banned and ripped off his/her name and given a name that would fit her or him. What the wolf Canuis lacks in size,
power it makes up for with collaboration and intelligence. Smaller and less powerful, for example, wolves work together to take down prey much larger than an individual Canuis wolf; prey that may otherwise elude them. While individual Canuis wolves have been able to subdue large prey animals, their advantage is in collaborating with their pack. Where some wolf Canuis may be willing to make trade For a bigger profit. Canuis Wolves consider their pack as family. Other races don't matter that much and they are known to act aggressively if you are unlucky enough to stumble upon a hunting party. Not knowing that this is a greeting of honor, bonding, and unawareness. Being often misunderstood, besides their pack, Wolf Canuis is where they are most friendly too. Other Canuis races may also be okay but the rest is met with distrust. But if someone befriends a Wolf Canuis the other will slowly open up if they don't do anything stupid. Canuis wolves would make their own clothes from the prey they hunt in the wilderness. Bigger the prey, the more they would like it. At night they like to gather in the moonlight and sing, dance to it. This is also believed to be the best time for their rituals, challenging the Alpha and worshiping the Inu god. During the day they like to craft things from their prey in their spare time. Taking care of the cubs is also important to see a good future and at all times it's the right time to go hunting. Canuis Wolves are mostly found in swamps, coastal prairies,and forests.
Martial Melee Weapon
Weapon | Price | DamageType | weight | properties |
---|---|---|---|---|
Fang over Fang | 50 gp | 2d4 slashing | 8lbs | Finesse, Two-handed |
(Look at the Wolf Canuis picture for the idea what it looks like)
Ability Score Increase. Your Strength score increases by 1.
Sturdy built. You have proficiency in Athletics.
Metal specialist. The Canuis wolves craft their own weapons from the hunts and materials they gather, they have proficiency with smithing tools.
Fang over Fang. You have proficiency with this weapon.
Alignment. They mostly are Chaotic/Neutral because of their trust issues and keeping to themselves.
Coyote Canuis
Coyote Canuis are some hard-working creatures. Cooking is their passion. If they can get a smile on people's faces, then that would make their day. They are also very welcoming to other races but when someone refuses to pay then they will become less nice. Then they will become rather aggressive through the person. However, overall they are a nice race that wants to make people happy with their cooking. Coyotes Canuis adjust their hunting style to what foods are available. When they hunt small prey alone, they usually stalk it and then pounce. If the prey is larger like a deer, they will often hunt in small packs and work together to kill the prey. The Coyote Canuis are the most hard-working pack species out of them all. They have a talent for cooking, and they love every moment of it. If they learn a new recipe they will study it for years and keep working on it till it's perfect. Coyote Canuis are the most fashionable out of all the pack species. The females love clothes, but the males are not that extreme. The Coyote Canuis have their own restaurant alongside roads where many travelers or merchants travel. They also enjoy some gardening. Most of the time they have a garden behind their own restaurant growing many types of fruits and veggies. Alongside Cooking and growing things in their garden, they also hunt and seek ingredients around the area they live in but sometimes they will travel a little farther. Coyote Canuis once lived primarily in open prairies and deserts, but now roam the continent's forests and mountains.
Ability Score Increase. Your Dexterity score increases by 1.
Silent Stalker. You have proficiency in Stealth, and your base walking speed increases by 5 feet.
Coyolicious. You are talented in cooking and most of the Canuis Coyote packs have their own restaurant. Furthermore, you have proficiency in Cooking Utilities.
Alignment. Hard-working and they want nothing more than serving the best meals as they can. The Canuis Coyotes are mostly neutral.
Dingo Canuis
Born from canines, the Dingo Canuis walk the world with not much care and others see them as a race that poses no threat. Shaped by (god name) they get the best attributes of the Dingo canine and humanoids. Most are just neutral travelers that go all over the world, playing music on the street to just make enough to get by comfortably. Clothes are a low concern for the Dingo Canuis. They might even like it better if there is a ventilation hole or if the pants got a little wider. Being medium height they are just a bit shorter than your standard human. Their ears, however, are much bigger and when they are happy they have a tail sweeping in the back. The usual colors for the tail are in between black, white and orange but there is never one the same. As they travel the roads, they play instruments to passing adventurers. Just enough to get 3 nice meals during the day and take care of their essential things. When they do have some coins in reserve, they just like to doze off in a field and relax for the day. One of their few hobbies is crafting accessories from flowers. Being this mellow and kind makes them a happy sight for other races. The Dingo Canuis has also become dependent on others from dangers and for useful stuff. They don't have an ally race or preference at who to call for help but most are happy to do what they can. Canuis Dingo hunting is opportunistic. Animals hunt alone or in cooperative packs. They pursue small game such as rabbits, rodents, birds, and lizards. These dogs will eat fruits and plants as well. The Dingo Canuis is really a free being but also very lazy. They don't like violence. They are kind to everyone, but if you betray their trust, they would not easily forget and mostly hold a grudge their whole life. Dingos Canuis do not care much for fashion, they will instead wear anything that interests them even if it has things such as stains, holes, etc without a single care in the world.
The Dingo Canuis likes sleeping, but when awake they like to travel around and happily play music in cities and towns, etc. They also enjoy making things from flowers. Dingo Canuis's do not have a place they call home. They can't stand to stay in the same area for too long.
Ability Score Increase. Your Constitution score increases by 1.
Spry Huntsman. You have proficiency in Survival.
Flower Power. The Dingo Canuis will spread its arms and lots of flowers appear from nowhere in a 10 feet radius and will restore your ally's 2d4 and when you reach level 5 you can add your spell modifier. This feature can be used once in a short rest.
Da da Dingo. You can choose two instruments.
Endless Sleep. Magic can't put you to sleep.
Alignment. While they are normally quite happy traveling and playing music, they still would rather not take sides, especially when it seems that a fight is going to break out. Most people would consider them to be neutral good, as they are normally quite nice, but they would rather avoid than interfere with others.
Hyena Canuis
Hyena Canuis generally are looked down upon due to their greedy and opportunistic nature. They are often seen looting traveling merchants or stealing livestock from local farmers. However, there is a separate branch of Hyena Canuiss who prefer to gather in packs, similar to the Wolf Canuis. Those who stay in packs are less prone to the rapacious instincts of their bandit brethren, and normally discourage such actions. Most Hyena Canuiss are found in the savannas, although there is a striped branch that lives in the jungle. When the Canuis Hyenas hunt an animal that is bigger than themselves, they act in a dog or wolf-like behavior; they hunt in packs and together take down the prey by dragging it to the ground. Canuis Hyenas do not kill their prey directly. The Canuis Hyenas are greedy; both sides deal with it differently; the bandits embrace it and want more and more. As for the Canuis hyenas who live in packs trying to ignore their impulses and are ashamed that their brethren are doing these kinds of things. But when both sides try to accomplish a task, they don't give up quickly and have a sharp focus. Hyena Canuis mostly wear
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bandit clothing. While in towns, cities, etc they wear cloaks. As the Bandit side of the Canuis Hyenas ambush merchants or travelers. As for the pack, try to live their lives in peace. They also love to make jokes, even Canuis which then unevenly distributes food for their pack, as the females get more food, and males get less food.
Though they don't have a sense of humor. Despite the Canuis hyenas, they are found in Savannas. The only exception to this is that the striped hyena Canuis's is often seen roaming in the jungles. But most of the Canuis just roam around in packs of what they call their gangs wherever they want. As it can be seen, Most packs of hyena Canuis hunters.
Hyena Canuis Ability Score Increase. You can pick one other Ability Score of your choice, increase by 1.
Savage laughter. You learn the cantrip Vicious Mockery. Your spellcasting ability for this cantrip is Charisma.
Thick Skulled. Because of their no sense of humor, the Hyena Canuis have advantage on saving throws against being frightened.
Alignment. Because the Canuis hyenas are separated into two groups, the bandits are most likely chaotic/neutral as the pack side are mostly neutral/good.
Kumohito
A silent scuttle of legs ran across the glass of the jewelry store as the top skylight window held a large figure above. Then, the glass began to melt and disintegrate as the massive figure slowly and quietly descended, touching the ground with incredible gentleness. Despite its imposing size, the creature made hardly a sound as it stealthily approached the glass cases housing the most exquisite and unimaginable jewels. One by one, the glass cases melted away, mirroring the fate of the skylight glass, while the thief seized every precious gem without hesitation. Just as she appeared so discreetly, she departed in the same manner, leaving behind minimal traces of DNA, save for a distinctive calling card featuring the image of a black widow spider. As the figure gracefully ascended, a gleeful smile played across her face, illuminated by the light. She revealed herself to be a female with long, silky black hair and eight mesmerizing blue eyes. Her lower body, however, resembled that of a spider, with eight legs extending from her large body, adorned with a prominent black widow mark on her abdomen. "What an effortless heist," she exclaimed, admiring the spoils of her theft. Without further delay, she swiftly traversed the rooftops at a steady pace, each leap silent and without a single thud, effortlessly navigating from rooftop to rooftop. What had just transpired was the audacious robbery of a jewelry store by a colossal Kumohito, one of the spider people inhabiting this world. Kumohitos exist in various shapes and sizes, each endowed with their unique set of skills and abilities. Beware, adventurous souls, for who knows what may befall you should you cross paths with them...
The legion of legs
Thousands of years ago, a group of scientists dedicated their efforts to finding a cure for Sight Rot. In their quest for a solution, they conducted experiments involving various animals and insects, including spiders. However, a fateful day marked a disastrous turn for one of the scientists. Accidentally using the wrong antitoxin, the animals subjected to the experiment began to exhibit the growth of human body parts. Some sprouted upper human bodies, while others acquired additional eyes or retained their original pair. The humanoid animals, driven by a potent mix of vengeance for the torment they endured and grief for their fallen brethren, unleashed a rampage, breaking free from their enclosures and mercilessly ending the lives of the scientists. Once liberated, these humanoid spiders collectively dubbed themselves the Kumohito. However, the Kumohito's unity was short-lived, as differing perspectives emerged among them. While some could not forgive the other races for the suffering they endured, others sought a peaceful existence, distancing themselves from thoughts of revenge. Thus, the Kumohito divided into two factions: the Spider Bite and the Spider Silk. The Spider Bite faction nurtured a burning desire for revenge, venting their fury on unsuspecting travelers who ventured into their territory. On the other hand, the Spider Silk faction chose a path of peace, seeking solace in the tranquility of nearby forests or coexisting with their former adversaries in towns, villages, cities, and capitals. Initially met with resistance, as most races hesitated to extend the privilege of acceptance, there were individuals who recognized their own culpability in the suffering of the Kumohito. These empathetic souls granted them the opportunity to integrate into society. Driven by a genuine desire to foster harmony, the Kumohito of the Spider Silk faction embarked on a mission to demonstrate their goodwill and prove that they harbored no ill intentions. Over time, their acts of kindness and their commitment to peaceful coexistence melted the hearts of other races. Gradually, the barriers crumbled, and the Kumohito found acceptance and friendship among their newfound allies. Today, the Spider Silk faction of the Kumohito thrives in an era of peace, cherishing the bonds they have formed with their diverse companions. They serve as a testament to the power of understanding, forgiveness, and the potential for redemption in a world where differences can be bridged, and unity can prevail. their new Friends.
Arachnids Society
Kumohitos, with their diverse motivations and distinct personalities, tend to exhibit unwavering loyalty to their respective groups. Among the various Kumohito species, many possess the remarkable ability to produce silk with extraordinary properties. Consequently, they are often regarded as valuable members of society, coexisting harmoniously with humanoid and mixed races in villages and towns that embrace open-mindedness. In matters of romance, some Kumohito species extend their interactions beyond kinship boundaries, freely mingling with potential mates who capture their hearts. While certain species may display a more reclusive nature, they still find companionship within their own kind or even among other Kumohito species. Notably, species like the Pink, Orange Huntsman, and Pholcidae often share dwellings, forging a sense of camaraderie. On the other hand, some Kumohito individuals exhibit a predisposition towards aggression, a characteristic that aligns with their ability to produce venom from their fangs. This aggression serves as a concentrated manifestation of their inner hostility and suffering. Typically preferring a solitary existence, these individuals venture out of their homes primarily in search of sustenance or to pursue a potential mate. Unfortunately, both endeavors often yield unfavorable outcomes. However, it is during moments of existential threat, when their very way of life hangs in the balance, that these creatures set aside their differences and stand united. They recognize the need to confront a common and formidable adversary that threatens their shared existence. In such dire circumstances, the Kumohito species cast aside their individual pursuits and come together, embodying a collective force that instills terror in their opponents and safeguards their cherished ways of life.
Kumohito Names
In the Kumohito society, it is the mother who bestows the name upon her child, while the father holds no influence in this matter. Should the father attempt to express his opinion regarding the name, he may face dire consequences, for it is the females who occupy the alpha position, while the males assume a beta role.
Male Names: Arack, Lucifer,Lucas, Midnight, Blitz, Cinder, Shade
Female Names: Morticia, Charlotte, Clarice, Venom, Aggie, Dawn
Kumohito Racial Traits.
Ability Score Increase. Your intelligence score increases by 1.
Age. Kumohitos have the same lifespan as humans.
Speed. Your base walking speed is 30 feet.
Size. Kumohitos can reach a height between 7 to 8 feet and weigh between 240 to 300 pounds. Your size is medium.
Big Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Spider Walking. You gain a climbing speed of 30 feet. In addition, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Spider's Silk. At 3rd level, you can cast the web spell without requiring material components or concentration. When you do so, you expel the web from your spinnerets behind your abdomen, and you cannot cast it again until you finish a long rest. Your Intelligence is your spellcasting ability for this spell.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Language. Kumohitos Can speak and write Common and talk to spiders.
Pink Kumohito
The Pink Kumohitos are regarded as an unfriendly race, often shunned by others due to their peculiar behaviors. They have distanced themselves from society to such an extent that they have developed some psychological quirks. These Kumohitos prefer to travel in groups and have a strong aversion to cold environments, opting to seek out warmer locations. During their journeys, they actively search for their ideal partner, and once they have set their sights on someone, they will tenaciously pursue them. In some cases, they may resort to force to claim their desired individual as their own. Despite their xenophobia, the Pink Kumohitos are willing to open their hearts to any race as long as the person in question matches their ideal lover criteria. Once they have found their true mate, their demeanor transforms into one of sweetness and care. While it may take time for them to trust others, once that bond is formed, a Pink Kumohito becomes a warm and supportive friend, always ready to lend an ear in times of need. However, one must exercise caution when interacting with someone who has been claimed by a Pink Kumohito, as any attempts at flirting or encroaching on their territory could lead to dire consequences. Furthermore, if one is mistakenly marked as their lover, the Pink Kumohitos will swiftly eliminate any perceived threats. Alongside their pursuit of love, Pink Kumohitos take great care in their appearance, striving to look attractive to their desired partners.
When they have found their true love, they may engage in stalking behaviors, closely monitoring their chosen mate day and night. In situations where their advances are futile, they may resort to abducting the person, forcefully making them their partner. While pursuing their romantic endeavors, Pink Kumohitos still maintain friendships and lead their own lives. They are adept at crafting traps using their spider silk, ensnaring small mammals and draining their life essence. However, their preferred source of sustenance is the essence of those who dare to flirt with their intended partner. Traveling through various locations, the Pink Kumohitos gravitate towards warm places such as forests, rainforests near cities, and small towns.
Ability Score Increase. Your Charisma score increases by and Dexterity score increases by 1.
Arachnid Awareness. You have proficiency in Perception.Charged Webbing. The Pink Kumohitos can make electrically conductive webs. If the web is dealt lightning damage, every creature attached to the web take wither the same amount of lightning damage.
Pack Tactics. The kumohito has advantage on an attack roll against a creature if at least one kumohito of the same race is within 5 ft. of the kumohito and is a ally who isn't Incapacitated. (This effect can not stack)
Alignment. While they do have some questionable tendencies Pink Kumohito are normally Neutral Good or Chaotic good as they only take such action on a specific target and otherwise are quite good.
Tarantula Kumohito
Tarantula Kumohitos generally gravitate towards towns rather than bustling cities, finding them more to their liking. They have gained a reputation for their exquisite silk production, crafting highly desirable fabrics and clothing. Seeking companionship, they are often drawn to join adventurous parties or take on the role of postal carriers. However, it's worth noting that some wild Tarantula Kumohitos live solitary lives, inhabiting dark and damp caves, where they engage in hunting and collecting personal items from their prey. In town settings, these Kumohitos display diligent work ethics, showcasing their versatility in professions such as postal carriers and clothing designers. While wild counterparts rely on hunting for sustenance, town-dwelling Tarantula Kumohitos prefer the convenience of purchasing food and indulging in a more comfortable lifestyle. Their distinct preferences in habitats reflect the town Kumohitos' affinity for diverse realms, while the wild ones thrive in secluded caves and damp environments. Tarantula Kumohitos, known for their exceptional silk production and crafting exquisite clothing, are drawn to the tranquility of towns over bustling cities. While most reside harmoniously, utilizing their multiple limbs for various professions like postal carriers and clothing designers, some wild Tarantula Kumohitos lead solitary lives in dark caves, hunting
prey and amassing stolen belongings. This stark contrast between town-dwelling Kumohitos embracing a comfortable lifestyle and their wild counterparts' primal instincts highlights the diversity within their species' habitats and behaviors. damp environments.
Ability Score Increase. Your Dexterity score increases by 2.
Venomous Strike. Your fangs are hollow and long, making them the perfect method for delivering strikes laced with poison. Your fangs are natural weapons which you can use to make unarmed strikes. If you make a melee attack with them and hit, you deal 1d4 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike. In addition, if you hit a creature with them, the creature must make a Constitution save (DC equals 8 + your proficiency bonus + your Intelligence modifier) or take 1d6 poison damage and be poisoned until the end of its next turn.
Primal Instinct. You gain proficiency in Perception and Survival skills.
Alignment. While the Tarantula kumohito are normally well mannered creatures (Neutral/good). There are others who don't have these thoughts and will hunt everyone and everything they can see (Chaotic/evil)
Yellow garden Kumohito
The treacherous yellow garden Kumohitos, known for their captivating beauty, employ cunning tactics to ensnare unsuspecting travelers into their deadly lairs, where they become a feast for the male-led group consisting of around five females. Despite their harmless nature and lack of venom, the females rely on the strength of their male leader to dispatch their prey. These manipulative creatures utilize their allure to attract predominantly male victims, while the male asserts dominance over the females. Unfortunately, the exact nature of the yellow garden Kumohitos' activities remains shrouded in mystery, as no survivor has ever returned to recount their harrowing encounter. In addition to feasting on travelers, these creatures sustain themselves by consuming insects and other small animals, while their lairs lie concealed within deep underground caverns nestled in forests. The yellow garden Kumohitos have been known to possess a keen intelligence, utilizing their natural beauty and persuasive tactics to ensnare their victims, making them one of the most elusive and dangerous species in their realm. Their luring techniques are carefully honed, with a combination of enticing promises and deceptive charm that prove irresistible to those who cross their path. Once entrapped, the victims are subjected to a grisly fate, becoming a macabre feast for the hungry females under the
watchful eye of the male leader. Despite their malevolent tendencies, the yellow garden Kumohitos display a remarkable level of coordination and social structure within their groups, with the male assuming a dominant role while the females carry out their deadly duties. Their lairs, hidden deep within the labyrinthine network of underground caverns, serve as sanctuaries where their nefarious activities remain concealed from prying eyes. It is a testament to their adaptability and survival instincts that these cunning creatures have managed to thrive in their chosen habitat, forever lurking in the shadows, awaiting their next unsuspecting victim.
Ability Score Increase. Your Charisma score increases 2.
Sweet Talk. You have proficiency in Persuasion.
Hypnotizing pattern. The Kumohito can start to do a small dance targeting one creature, this dance lasts for 18 seconds (3 rounds). Creature must make a CHA of 10 (+- CHA mod of kumohito) or they are enthralled and can't not move away from them. Creature is incapable of attacking the kumohito as long as it is enthralled. (Ability auto fails if creature is blind)
Alignment. While we can not tell what their activities are we can assume them to be Chaotic evil as everyone we have sent to gain knowledge about their activities have never come back whether it be a researcher or a group of adventurers.
Gigantic Kumohito
The gigantic Kumohitos, renowned as skilled mercenaries, excel in nocturnal espionage and ensuring the disappearance of high-profile individuals. Alternatively, some engage in illicit activities within the alleyways of bustling cities, specializing in the sale of drugs and contraband. Others adopt the role of thieves, skillfully scaling walls and employing poisonous substances to dissolve glass and plunder residences with ease. United by their shared traits of cunning, cruelty, deceitfulness, and an insatiable lust for wealth, these formidable creatures spare no effort in undertaking dark and nefarious assignments for monetary gain. Occasionally, during breaks from their mercenary endeavors, some venture into local taverns, indulging in gambling and card games where their underhanded tactics often go undetected. Not only skilled at manipulating cards, they also possess an exceptional tolerance for alcohol, making them formidable competitors at the drinking table. Additionally, the gigantic Kumohitos satisfy their ravenous appetites by hunting formidable creatures such as dire wolves and dire bears. While some can be found frequenting taverns and pubs in large cities, awaiting their next client, others prefer secluded and hidden locations to safeguard their ill-gotten treasures.
In their quest for riches, the gigantic Kumohitos have mastered the art of manipulating cards, outdrinking opponents, hunting formidable creatures, and strategically concealing their stolen treasures in dark and undisclosed hideouts.
Ability Score Increase. Your Dexterity score increases by and Strength score increases by 1.
Love of the dark. You have proficiency and advantage in Stealth. If in the dark they gain a +1 to all rolls.
Acidic poison. Can spit a small amount of poison that can melt materials like glass or deal 1d4 damage for 1d4 turns.
Alignment. While they may be doing some shady jobs or cheating people out of their money what makes you somewhat Chaotic... They can also choose a way of earning money the right way as a mercenary, for example, what makes you quite neutral.
Orange Huntsman Kumohito
The Orange Huntsman Kumohitos, known for their tough and intimidating demeanor, are actually quite shy and reserved in their personal lives, often feeling embarrassed when left alone and reflecting on past conversations. However, they exhibit a strong sense of professionalism and pride as hunters, engaging in friendly competition with their fellow Kumohitos to showcase their prowess in capturing the largest and most formidable prey. In moments of danger, these skilled hunters utilize their unique fire magic to ignite their webbings, creating a fiery barrier to keep threats at bay and ensure their own safety. Despite their solitary nature, Orange Huntsman Kumohitos yearn for companionship and can form deep bonds of trust, willingly going to great lengths and making sacrifices for those they hold dear. When not honing their hunting skills, they indulge in activities such as reading books on self-improvement, crafting puppets from their webbing to combat their loneliness, and expressing their creative side through poetry, songs, and dancing. Additionally, when they develop a fondness for someone, they display an endearing mixture of protectiveness and playfulness, stealthily shadowing their chosen individual while maintaining an intimidating presence, all the while regaling others with tales of their triumphant hunts as a way of garnering respect and admiration.
Ability Score Increase. Your Dexterity score increases by and Strength score increases by 1.
Flaming web. The Kumohito can shoot out webbing that can ignited and will stay on the field. Creatures that are targeted have to make a DEX save of 15 or higher to dodge, if they fail then they are stuck in the webs and can try to roll a STR save of higher than 15 to escape each round. For each turn the creature(s) are in the web while it is ignited they take 1d4 fire damage until they can escape. Creatures walking on ignited webs take 1d4-1 fire damage. The Kumohito can walk on it without taking damage even if ignited.
Fire bite. Due to their proficiency with fire magic they have incorporated it into their bite being able to potentially setting the target ablaze. (1d6 damage and 1d4 fire damage for 1d4-1 turns unless the target makes a CON saving throw of 14 or higher.) They can do this 3 times per rest.
Fire Resistant. Due to their origins they are very resistant to fire.
Alignment. While they hunt large creatures with sometimes dangerous methods and like to boast about it they are normally quite shy and do no harm to others making them quite lawfully neutral.
Pholcidae Kumohito
The Pholcidae Kumohitos, a misfit gang known for their chaotic and mischievous nature, thrive on terrorizing people, wreaking havoc on their properties, and covering houses with their webbing. These gangs typically consist of three to four members, led by a distinct leader who reports to a head leader at their home base. Gang sizes vary across towns and cities, ranging from approximately 120-150 members and sometimes exceeding 500+. While some Pholcidae gangs embrace their malevolence, there are also groups that oppose causing chaos and actively fight against their evil brethren. Despite their penchant for mischief, some Pholcidae exhibit caring and laid-back personalities, demonstrating a strong sense of protection, especially when their own kind is causing trouble. When not engrossed in their pranks and mayhem, Pholcidae Kumohitos engage in research for new tricks and jokes using their spider silk and other tools. Additionally, some Pholcidae develop a fondness for specific vegetables and herbs, such as green beans, cucumbers, and basil. These gangs operate with a well-organized structure, assigning roles and responsibilities to ensure everyone contributes and maintains group cohesion. With their intelligence and silk-based traps, Pholcidae Kumohitos may target medium to small prey, employing net or pitfall traps while hunting, with deer being the largest and rabbits the smallest. The Pholcidae gangs reside in a designated area comprising several wooden houses in a small town, with a larger central dwelling for the alpha leader, who oversees the gang's affairs and ensures its unity.
Zombie Kumohito
Kimara
Deep within the northwest forests, the Kimara, races with animal-like features, struggle to survive while being perceived as monsters due to their appearance. Legends speak of a cursed bell that a town unknowingly acquired and placed in its center. As the bell was used daily, the townspeople gradually exhibited strange behaviors and physical changes, with fur, horns, and other animalistic traits emerging. Recognizing the bell's role in their transformation, the townsfolk attempted to remove it, but anyone who touched it suffered excruciating pain and underwent a complete metamorphosis, losing their human minds. Those transformed fled into the wilderness, while some individuals chose to leave the town altogether. However, even in their absence, the tolling of the bell haunted their dreams and waking hours, tormenting them and inciting their animalistic instincts. Those who returned to the town regained their human minds but remained physically changed, while those who stayed away succumbed to madness, their minds irreversibly fractured. Over time, their perceptions warped, and they came to view the bell as a divine gift. Engaging in nocturnal kidnappings, they imprisoned individuals from various races and subjected them to the same transformative process until they too became Kimara.
Mind Over Beast
The behavior of the Kimara is influenced by the dominant traits of the animal head they possess. Those with weaker wills succumb to their newfound animalistic instincts, while those with stronger wills learn to control and harness those instincts. However, some individuals become overwhelmed by their primal nature and descend into madness. Those who can control their animal traits often reside in towns, cities, or other settlements, living according to their own desires. On the other hand, those who fully embrace their animalistic nature retreat to the wild, where they live in accordance with their primal instincts.
A creepy mutation
Since their transformation, the Kimara have acquired various animal parts, with their heads being the primary distinguishing feature. These heads can range from apes and dogs to cats and dragons, among others. In addition to their heads, their other body parts exhibit diversity, such as having a tiger arm paired with a tentacle arm or possessing legs and a main body composed of different animal features. They can also develop different types of ears, tails, or even wings, adding to their unique and varied appearances.
Kimara Names
The Kimara follow a similar naming convention to humans, using names as a means of identification and individuality.
Kimara Racial Traits
Age. Kimara reach adulthood in their late teens and live less than a century.
Size. Kimara vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
body. You're body is of a nomral human.
speed. Your walking speed is 30.
Alligment The Kimara's are mysterious creatures they can have every Alligment they want.
Primal form. At level 2 Your body will turn into the animal with the head you obtained, and you gain the abilities of that animal if your (If you have gotten the human head you will gain +2 AC) for 3 turns . You can use it again after a short rest.
Parts. For the racial traits, you can either pick and choose or roll 3d8 to see what animal parts you will get. You may roll again for the left/right arm and leg, but you will not gain the racial features of the second roll.
Langauge. You speak common and you can talk to the specific animal your head is based on.
Head Part
roll | Heads | Ability |
---|---|---|
1 | Feline | Your Dexterity score increases by 2, and you gain the racial feature Darkvision. |
2 | Canine | Your Wisdom score increases by 2 and you may use your fangs to do a bite attack (+1 + strength modifier). On a hit, it deals 1d4 + strength modifier piercing damage and a 10% chance to knock the target prone (19 or 20 on a d20). |
3 | Insect | Your Wisdom score increases by 2. You have proficiency in Charisma (Deception) and Wisdom (Nature) checks. |
4 | Ursidae | Your Constitution score increases by 2. You have advantage in Charisma (Intimidation) checks. |
5 | Bird | Your Dexterity score increases by 2 and you have advantage in Wisdom (Perception) and Intelligence (Survival) checks. |
6 | Fish | Your Constitution and Charisma scores increase by 1. You can breath underwater, for 1 hour. |
7 | Reptiles | Your Charisma score increases by 2. You have proficiency in Charisma (Deception) and Dexterity (Stealth) checks. |
8 | Amphibian | Your Constitution score increases by 2. You have poison resistance. |
9 | Human | Your Intelligence score increases by 2. You have proficiency in wisdom, charisma and intelligence saving throws. |
10 | Dragon | Your Charisma score increases by 2. You can use your action to exhale destructive energy. Your draconic color determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic coloc. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to** 3d6** at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. |
Arms roll
roll | Arm | Ability |
---|---|---|
1 | Feline | You gain the racial trait Cat's Claws. The claws grant you a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit an attack with them, you deal slashing damage equal to 1d4 + your Strength modifier. |
2 | Canine | You gain the racial trait Dog's Claws. Your unarmed strikes deal slashing damage equal to 1d6+ your Strength modifier. |
3 | Insect | Your melee attacks have reach |
4 | Ursidae | You have Natural Armor, your base AC is 12. |
5 | Bird | You gain a flying speed of 50 feet. |
6 | Fish | You can cast the Cantrip Water Bolt at will. |
7 | Reptiles | You gain the abilities given by the Invisibility spell as cast on yourself. Other creatures must succeed a DC 12 Wisdom (Perception) check to be able to notice you. You may use this ability once per day, for a duration up to 30 minutes. |
8 | Amphibian | You can cast the cantrip Poison Spray at will. |
9 | Human | You get proficiency with 1 tool and 2 simple weapons.. |
10 | Dragon | You get advantage on grapple attacks and your unarmed strikes can also deal slashing damage and roll a 1d4 + your strength modifier for unarmed strikes |
Legs roll
roll | Legs | Ability |
---|---|---|
1 | Feline | Graciousness. Your Charisma score increases by 1. When falling, you start taking damage after 20 feet instead of the usual 10 feet. You also gain the ability to Pounce:If you move at least 20 feet in a straight line towards the target and make a melee attack, the target must make a DC strength save or be knocked prone |
2 | Canine | Your Strength score increases by 1. Your base walking speed is 35 feet. |
3 | Insect | Your Dexterity score increases by 1. You gain the ability of the Spider Climb spell up to a total of 1 hour a day and you fall when you are hit by an attack. |
4 | Ursidae | Your Strength Score increases by 1. You have advantage against roles that involve being or becoming prone or restrained. |
5 | Bird | Your intelligence score increases by 1. You are able to pick up anything with you feet as if they were your hands. |
6 | Fish | Your Charisma score increases by 1. You have a swimming speed of 40 feet. |
7 | Reptiles | Your Intelligence score increases by 1. When under half hit points, you regain a total of hit points equal to your character level at the end of each of your turns. |
8 | Amphibian | Your Dexterity score increases by 1. You have advantage on Strength (Acrobatic) checks that are jumps. |
9 | Human | Your Wisdom score increases by 1. You are proficient with one skill of your choosing between Acrobatics, Sleight of Hand, or Stealth. |
10 | Dragon | Your Strength score increases by 1. Your thighs are larger than humans normally have and your knee bends are also stronger. Your 3 toes are half the length of your foot ending with protruding small claws. Where once was skin now are deep (color of your choice) scales that shimmer in sunlight and protect you from (damage type). |
d8 | Loot | Breath Weaoon |
---|---|---|
Black | Acid | Whenever you take acid damage, you take 10 damge less.) |
Red | Fire | Whenever you take fire damage, you take 10 damage less.) |
Brass | Fire | Whenever you take firedamage, you take 10 damage less.) |
Blue | Lightning | Whenever you take lightning damage, you take 10 damage less.) |
Green | Poison | Whenever you take poison damage, you take 10 damage less.) |
Copper | Acid | Whenever you take acid damage, you take 10 damage less.) |
Silver | Cold | Whenever you take cold damage, you take 10 damage less.) |
White | Cold | Whenever you take cold damage, you take 10 damage less.) |
Gold | Fire | Whenever you take fire damage, you take 10 damage less.) |
Dullahan
When a necromancer's critical spell goes awry, an ancient warrior with devout beliefs in a different deity is inadvertently resurrected. These warriors, once loyal followers of war deities, had fought alongside their steadfast mounts across civilizations. Immaculately preserved in their final resting places, they became the necromancer's target for an army. However, the necromancer's inadequate skills and the warriors' lingering will led to a disastrous resurrection. K'os, the god of Death, Evil, and Chaos, eagerly awaits the chaos this new existence may bring, while Axaris, the goddess of Life and Light, intervenes to restore balance. Their conflicting energies both bless and curse the warriors, altering their personalities. No longer devout worshippers, they now seek validation through battle and disregard strict moral codes. Some embrace banditry solely for the thrill of combat. Their deep bond with their mounts remains unbroken, and upon resurrection, they actively seek new animal companions or mounts. This longing drives them to find suitable replacements, as their obsession with their former mounts endures. In summary, the necromancer's failed spell, coupled with the intervention of K'os and Axaris, gives rise to a new breed of chaotic beings. These warriors, fueled by their thirst for battle and lacking moral grounding, become a formidable and unpredictable force. Their quest for companionship reflects their enduring attachment to their mounts from their past lives.
Heading Ahead
When a necromancer disastrously fumbles a critical spell, an ancient subject with unwavering beliefs in a different deity becomes the target of their resurrection attempt. What results is the birth of an entirely new being: the resurrected ancient warriors. These warriors were once formidable followers of war deities, marching valiantly alongside their loyal steeds through countless civilizations. Laid to rest with their mounts immaculately preserved, these warriors were sought after by the novice necromancer, who aspired to build an unstoppable army. However, the necromancer's skills were woefully underdeveloped, and the sheer strength of the warriors' will still lingered. Consequently, the resurrection went awry, giving rise to something far more dangerous. Yearning to unleash chaos upon the world, K'os, the god of Death, Evil, and Chaos, eagerly awaits this opportunity. Simultaneously, Axaris, the goddess of Life and Light, who had been vigilantly observing the situation, intervenes, hoping to restore balance. Their clashing energies both bless and curse the ancient warriors. As a result, these resurrected warriors undergo a transformation. They lose fragments of their original personalities, no longer devoutly worshiping their former deities. Instead, their focus shifts to proving themselves in battle, disregarding a strict moral compass. Thrill-seeking becomes their driving force, leading some to engage in banditry solely for the excitement of combat. Furthermore, their deep bond with their mounts from their previous lives remains intact. If deprived of a mount upon resurrection, they actively seek out a new animal companion or mount. The absence of this cherished connection drives them to find a suitable replacement, as their obsession with their mounts persists. To summarize, the necromancer's critical failure in resurrecting the ancient warriors, coupled with the intervention of K'os and Axaris, gives rise to a new breed of chaotic beings. These warriors, driven by their thirst for battle and lacking a firm moral grounding, pose a formidable and unpredictable force in the world. Their longing for companionship with their mounts fuels their search for new animal companions or mounts, reflecting the strong bond they once shared in their previous lives.
Lust for battle
Dullahan are non-empathic beings who thrive on minimal interaction with others. They favor a nomadic lifestyle, detached from societal constraints, and actively seek out opponents to engage in battle. They prioritize combat over mundane daily affairs, finding excitement in the thrill of the fight. Colosseums hold a particular allure for Dullahan, drawing them in like a magnetic force. While in the past these warriors had a preference for killing, many now simply seek the adrenaline rush of battle and resort to taking lives only when necessary.
Dullahan Names
After being resurrected, the Dullahan decided to keep their old names. Some even change it to forget their past lives and start anew.
Male Names: Burro'khar, Rhy'ryon, Pugan, Khatrax, Devlax, Barbamus, Nemerolath.
Female Names: Sehk'lith, Mabise, Ekilix, Pergeress, Ophuroush, Ski'lith, Dyliz.
Dullahan Racial Traits
Ability Score Increase. Your Constitution score increases by 2, and either your Strength or Wisdom score increases by 1.
Age. Since Duhallan aren’t actually ‘alive’ in the traditional sense, they don’t age. The only way they can die is by disease, an accident or being killed in battle.
Alignment. Duhallan are inclined towards a lawful worldview, as most of their more frivolous aspects have been cleansed in the resurrection. They lean towards neutrality, but their thirst for battle often forces them to walk a more evil path.
Speed. Your base walking speed is 30 feet.
Size. Your size counts as Medium, yet your specific sizes differ from what race you were in your previous life.
Resurrected state You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types.
Axaris’ Blessing. The positive energies present in your resurrection have made you different than typical creatures having come back from the Great Beyond. You have advantage on saving throws against all spells or abilities specifically targeting undead creatures, and do not trigger Undead or fiendish detection of undead creatures, such as the Detect Evil and Good spell or Divine Sense ability.
Headless Haunt. You can choose two of these three skills to be proficient with: Animal Handling, Intimidation, Athletics.
Ever Lasting Steed. You can summon an ethereal Riding Horse for a duration of 8 hours to help you travel long distances. This feature is only usable outside of combat. If during this time you engage in combat, the horse will vanish into thin air.
War Cry. You yell out a loud and violent battle cry in your mother tongue. All enemies in a 20-feet radius need to roll a DC 11 Constitution saving throw. On a fail, they are frightened of you for 1 round. This feature can be used once a short rest.
Language. You can speak, read, and write Common, and the language(s) of the race you were before you died.
Shinigami
In a dimly lit room, the streetlights outside casting an eerie glow, a chilling mist slowly rolls in, permeating the air with an unmistakable sense of death. From the window, a figure cloaked in black materializes, their eyes emanating an eerie green glow that pierces the darkness. Unbeknownst to the slumbering residents, the distant cawing of crows seems to foretell an impending, ominous event. As if frozen in time, the room holds its breath.Silently, the enigmatic figure raises their scythe, clutching it from the back, and gently taps the forehead of an elderly individual. With this touch, the person's once gentle breaths cease abruptly, as if extinguished, and a faint, otherworldly green light radiates from the blade of the scythe. In a hidden corner, a lantern suddenly reveals itself, its flame taking on an ominous hue of eerie green, further heightening the air of foreboding that permeates the room.
Soul Harvesting
Shinigamis, or Grim Reapers, are a competitive race collecting souls to empower their gods in exchange for eternal youth. Failing to deliver a soul within a few months causes rapid aging. Fallen Shinigamis regenerate in the underworld, often with amnesia of their past adventures. Memories can be regained by bringing in many souls, except memories of their own death. They prefer isolation from other Shinigamis but accompany any being to collect souls. They lead adventurous lives on the mortal planes,
collecting souls from various locations and traversing different realms. When they die, their bodies burn in flames, taking years to reform or gaining new bodies.
Reaper Society
The first few Shinigamis were born due to the Death domain deities needing to have a more natural way to ferry the souls to the underworld. The Shinigami live in the underworld in an isolated society and have a few temples where they converge a couple of times a day to pay respect to the gods they worship. When a Shinigami comes to age, they will are sent to the Spectral Academy, where they will learn the skills necessary to become a fine Shinigami. When a Shinigami dies, they will burst into flames, and their souls go back to the underworld, where they regenerate an infant's body starting anew. This process takes a year as they regenerate. They lose all memories of their past lives, leaving only a foreboding feeling of something missing; they don't always get reborn depending on the god/goddess that individual worships. New Shinigamis are born from a soul collected from the dead that its parent's harvest. Shinigami aims for strong souls to use for creating a new Shinigami, the stronger the soul used, the stronger the offspring will be; however, this can only be done if a pact with their god is made allowing them to. If the deity does allow the male to consume the chosen soul and during intercourse, it mutates, creating a new soul using the essence of the parents as a base. When done, the mail then transfers it to their soul container where the new soul slowly forms a baby; sometimes, the deities may intervene and create twins, surprising the parents if they have served them well.
Shinigami Names
After a month or two, the soul is put in their container. The name of the soul will appear under the container. A pink soul is a girl and a red soul; it is a boy.
Male Names: Hikitoya, Komamatsu, Iwamano, Koyoshi, Misato, Nariyashi, Kuruka, Ararada,
Saiomiya, Tsuraishi, Kadayu, Kidani Osagi, Ikkamadani, Kotsuse, Benko.
Female Names: Aishita, Masazato, Ogashi, Harukaga, Sasasato, Shikiri, Kirame, Hitsuchi,
Hinasaki, Karino, Okibune, Saiojishi, Wakatsami, Moriba, Hikaga, Tazumi.
Shinigami Racial Traits
Ability Score Increase. Your Dexterity score increases by 2, and either your Charisma or Intelligence score increases by 1.
Age. Shinigamis are immortal unless they don't bring in enough souls to make their god happy.
Alignment. Because they worship various gods of death, the Shinigami can lean towards any alignment, depending on the god they worship, they might lean towards their god's alignment.
Speed. Your base walking speed is 30 feet.
Size. You are the same size as the Humans. Your size counts as Medium.
Reaper skill You can choose two of these three skills to be proficient with Stealth, Arcana, Athletics. Deception.
Spiritual insight. You can see the souls of people on their death beds or people who are dying soon.
Reaping Chaos. You have proficiency in Scythes.
Reapers Weapon. You will receive a Scythe at the beginning of the campaign, and this weapon can't be destroyed. And the item is locked to them no other can use it, and it summons itself back to them if lost or stolen. And when hit with this weapon does 1d8 necrotic damage.
Reapers Flight. Black miasma/smoke starts spreading from the base of their spine in an elongated triangle slowly transforming into long black feathered wings. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Languages. You can speak, read, and write Common, Abyssal.
Vixsume
In a secluded sanctuary hidden from the outside world, the Vixume, a diverse race of beings, joyously assemble to commemorate the birth of their first member, filling the air with a palpable sense of anticipation and merriment. The middle-aged Dawn Vixume captivate onlookers with their graceful dances, their tails aflame with radiant fire, illuminating the clearing and bestowing warmth upon the gathering, while the Shadow Vixume skillfully weave intricate illusions that ward off intruders and create an enchanting ambiance, accompanied by the melodic strains of their soft music, harmonizing with the rhythmic movements of the Dawn Vixume dancers. The Yuuki Vixume and their loyal bear companions showcase their harmonious bond through a mesmerizing synchronized dance, ensuring both entertainment and security for the festivities, while the Dessert Vixume proudly display an array of enticing trade goods, reflecting their role as merchants and cultivators of culinary delights. Adorned in kimonos and yukatas, paying homage to the cultural heritage of their founding parents' home country, the Vixume elders take turns sharing cherished stories and legends, each imparting wisdom and knowledge in their own unique manner: the Shadow Vixume employing illusory images, the Dawn Vixume conveying ancient tales through their graceful movements, the Dessert Vixume captivating the
audience with the artistry of small golem puppets, and the Yuuki Vixume enchanting the young kits with the use of miniature figures and captivating picture books. Amidst the vibrant festivities, the kits engage in playful games, immerse themselves in the elders' captivating narratives, and eagerly attempt to join the dancers, receiving gentle guidance and instruction to emulate the intricate steps and gestures. As the sun sets on this momentous occasion, marking the end of a joyous day, the Dawn Vixume ignite the sky with a dazzling display of fireworks, channeling their fiery essence through their tails, while the Shadow Vixume create illusory spectacles to accompany the genuine bursts of light, taking care to limit the noise to respect the sensitive hearing of the Yuuki Vixume. This grand celebration of unity, cultural heritage, and the shared spirit of the Vixume serves as a testament to their deep-rooted connection, fostering a sense of belonging and creating treasured memories for generations to come.
A Godly Affair And Creation
Vixsume emerged from a forbidden union of lesser gods, Nekotara and Inuyasha, receiving blessings from both deities before their parentage was revealed, resulting in a unique species. Endowed with agility and intelligence from Nekotara, and strength and loyalty from Inuyasha, Vixsume enjoy extended lifespans, yet bear the curse of reduced fertility and mortality due to divine consequences.
A Vixen Way Of Living
Preferring the tranquility of natural habitats over bustling urban areas, Vixsume establish their homes in dens crafted from natural materials, providing cool sleeping quarters, secure storage for food, and a safe haven for raising their pups and evading predators. As solitary creatures influenced by their feline lineage, Vixsume shun social gatherings and are rarely sighted, often concealed through illusory means if they venture beyond their dens, leading many to doubt their existence in modern society. With a scarcity in reproduction, Vixsume exhibit an unwavering protectiveness towards their young and extend this loyalty to friends and family. While playful pranks amuse young Vixsume, they gradually mellow with age while retaining their fun-loving nature. Leveraging their heightened senses, particularly their acute hearing and sense of smell, Vixsume skillfully navigate their surroundings, hunting prey and avoiding potential threats.
Vixsume Names
The Vixume name their children after the popular Vixsume’s of old. Who did great things while they were alive.
Male Names: Aito, Akira, Daichi, Daisuke, Hibiki, Hiroaki, Hiroshi, Ichiro, Isao, Izumi, Kazuma, Kenzou, Kuro, Koji, Kousuke, Natsuo, Raiden, Ryouichi, Riku Senko, Seiichi, Sora, Taichi, Takuma, Yuuma, Yuuto. Tomo, Toshiro, Yamato, Yo, Yosuke.
Female Names: Aiko, Aiya, Akari, Aya, Chiaki, Chiyo, Emiko, Eri, Fumiko, Fuyuko, Hanako, Haru, Haruka, Kagami, Kaiya, Kame, Keiko, Mariko, Megumi, Naruko, Okimi, Reiko, Sakura, Seina, Toru, Yuki, Yuri.
Vixsume Racial Traits
Ability Score Increase. Your Intelligence score increase by 2.
Age. Vixsume have a typical lifespan of 1000 years every 100 years they gain a tail upon reaching 200 years old their maturing age.
Size. The male Vixsume stands between 5.5 and 6 and the female stands between 4.9. 5.4 feet tall. And the male weight is around 112 to 136 lbs. And the female’s weight is around 99 to 121 lbs. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Because of the high number of rods in their retina the Vixsume have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Illusion appearance. You have the feature to disguise yourself as a human. Your tail(s) and ears will become magically invisible. a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC to see through the Illusion. Intelligence, Wisdom, or Charisma is your spellcasting ability for your racial traits (choose when you select this race)
Magic Paw. You have proficiency in Arcana.
Mimic. You learn the cantrip Message.
elemental attack. You will gain an elemental attack and use your tail(ls) to slam into the target. This attack does 1d6 This feature will be based on the sub-race you have chosen.
Languages. You can speak, read and write Common And any language of your choice.
Desert Vixsume
The Desert Vixsume possess unique features, including bat-like ears that dissipate body heat, enhancing their ability to stay cool and granting them exceptional hearing. Their long, fluffy tails provide insulation against cold nights and protection from the scorching sun. Specially adapted feet act as natural snowshoes and safeguard them from searing hot sands. With dexterous hands that double as efficient shovels, Desert Vixsume are adept diggers. Beneath the desert surface lies their underground city, a labyrinth of interconnected tunnels. Offering their guidance through the desert, they charge a fee, usually demanding half upfront due to past instances of attempted scams. Additionally, they accept requests to search for individuals who have become lost in the vast desert. However, should the person be deceased or immobilized, the Desert Vixsume require an additional fifty percent fee. Refusal to comply prompts them to assess the person's possessions, salvaging any valuable items and burying them in the sand. If the individual is still alive but unable to move, the Vixsume employ ropes to bind them and diligently drag them to their intended destination.
Ability Score Increase. Your Intelligence score increases constitution.
Cold eyes. You have proficiency in Insight.
Sand Surfing. You are able to transform your tail into sand and for a reaction, you can shift yourself or an ally from harm's way causing that attack to miss. This feature can be used once a long rest. Out of combat, you can use this as much as you like.
Sand Spears. You can transform your tails into a natural weapon made out of sand, which counts as a simple melee weapon with which you are proficient. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your tails. It deals 1d6 piercing damage on a hit.
Dawn Vixsume
The Dawn Vixsume, known as the Usha, are peaceful nomadic tribes that traverse the lands in caravans, embracing a joyous existence centered around dance and trade to sustain their way of life. Their connection to the natural world allows them to thrive off the land, placing little value on material possessions. Revering the sun and fire, they worship these elements as sacred. Through their unique style of dance, which can double as a combat technique when provoked, they harness the fire energy within them, channeling it through their bodies and even shaping it through their tails for medium-range combat, defense, or restraint. The Dawn Vixsume possess a strong sense of vanity, taking immense pride in their exquisite fur and appearance, dedicating hours to grooming themselves. Their language exhibits a distinctive speech pattern, characterized by rapid and percussive s and h sounds when they communicate in Common. As the pups reach the age of eight, they assist the adults with chores, gradually taking on more responsibilities. At twelve years old, they are entrusted with the task of babysitting younger pups in the absence of adults. By the age of fifteen, they embark on journeys into the woods, gathering essential resources and food.
Ability Score Increase. Your Dexterity score increases by 1.
Putting On A Show. You have proficiency in Acrobatics.
Fire Dancing. You can transform your tails into a natural weapon made out of fire, which counts as a simple melee weapon with which you are proficient. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your tails. It deals 1d6 piercing damage on a hit.
Smoking tails. You can cause thick smoke to billow out of your tail, in an effort to escape. Once (or more) before a long rest you can create a smoke cloud that heavily obscures a 30ft radius around you for one minute.
Shadow Vixsume
Shadow Vixsume, with their eyes adapted to darkness, prefer to dwell in dimly lit locations, utilizing illusions to conceal and safeguard their dens during the day while they rest, and just after sunset and before sunrise, their enchanting voices fill the air as they sing melodic tunes, eerie to outsiders, serving multiple purposes such as fortifying their illusions, warning others of impending sunlight, and communicating with distant dens, carrying messages of loss, new life, or the presence of intruders, enabling the illusive Shadow Vixsume to maintain connections without physical meetings. Within their society, there exists a reverence for the Shadow Mother, whom they view as the protector of the night and all Shadow Vixsume as her children, shielding them from the harshness of the sun and its inhabitants, with some expressing a deep devotion to her, considering her a true deity, while others hold more fanatical beliefs, perceiving the sun as an adversary to be vanquished, yet unbeknownst to the Shadow Vixsume, the true nature of their deity remains obscured, either not a deity at all or a distorted image of another divine being. Despite their dark looks and unique religion, they are actually kind-hearted individuals often misunderstood by others, possessing a deep understanding of the delicate balance between light and darkness, and their mysterious songs, resonating through the night, serve as a reminder of their hidden depths and the profound connection they share with the shadows.
Ability Score Increase. Your Charisma score increases by 1.
Silent As The Night. You have proficiency in Stealth.
Illustrious songs. You gain the ability to use the Minor illusion cantrip. Shadow Sneak. As an action you can merge your tails into the ground and turn into shadows and charge at a target of your choice within 40 feet. The target needs to make a Dexterity saving throw otherwise it is restrained and it needs to make a strength saving throw to escape. You can use this ability ones a short rest.
Message @Dontay
Sunlight Sensitivity. While in sunlight, the Shadow Vixsume has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Superior Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Yuuki Vixsume
Yuuki Vixsume, adapted to endure the harshness of cold climates, find solace in their Arctic abodes, crafting dens beneath the snow-covered surface and deliberately distancing themselves from civilization. Despite misconceptions held by other races, who perceive their dwellings as small and filled with riches, the reality unveils elaborate tunnels that delve deep into the bedrock, while their possessions remain modest. Fearlessly, they embark on hunts, targeting animals and audacious creatures that trespass upon their territory, often venturing in groups of two or three, occasionally expanding to four or five individuals. Reliant on their acute hearing, they navigate blizzard-laden landscapes, honing the ability to perceive through unforgiving environments. Riding upon Polar Bears during hunts, they harness their companions' speed as an asset when pursuing adversaries. However, their heightened sense of hearing renders them sensitive to loud noises, prompting discomfort. While hunting humanoid beings contradicts their moral principles, non-hostile individuals may be captured and returned unscathed, while others would not fare as well. Trade points serve as brief exchange hubs for pelts and essential goods, as the Yuuki Vixsume prioritize efficiency over prolonged interactions. Prior to engaging in trade with other races, spears served as their primary hunting tools, while bows were sparingly used due to the scarcity of wood, which held greater value for other purposes. In their close-knit communities,
elders commanded respect and admiration, revered for their wisdom, while children were cherished as the embodiment of future aspirations. Guided by shamanism, each village boasted its own spiritual advisor, seeking counsel on matters of the divine. Traditional sod houses typically accommodated one family unit, comprising grandparents, parents, and children, although impoverished families were compelled to share such abodes.
Ability Score Increase. Your Wisdom score increases by 1.
Snow Born. You are resistant to cold damage.
Flurry sight. You have proficiency in Pe.rception.
Ice shard. You from ice shards above your tail ends, which counts as a simple melee weapon with which you are proficient. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your tails. It deals 1d6 piercing damage on a hit.
Super sonic hearing. You have advantage on Wisdom (Perception) checks that rely on hearing and can hear sounds from far away, but loud noises can cause problems. Like whenever you take Thunder damage, you must succeed on a DC 11 Wisdom Saving Throw or be stunned for 1 round.
Bunbun
With agile leaps and a sense of urgency, Froth traversed the treetops, his heart pounding as he desperately searched for the missing animals. "Oh no, oh no! If Mother and Father discover what happened, they'll never trust me again, not even when I'm a hundred years old!" he exclaimed, his voice filled with worry and regret. His mind raced with self-criticism for leaving the vulnerable fawns alone to socialize with some charming Bunbun girls. Finally, his keen eyes caught sight of the fawns, but his relief was short-lived as he realized they were in grave danger. A pack of hungry Tigers encircled them, their predatory instincts ignited. Determined to fulfill his entrusted duty, Froth swiftly summoned his staff and crafted a protective wooden cage, shielding the fawns from the approaching threat. The Tigers lunged and clawed at the cage, attempting to breach its barrier, but the sturdy construction held firm. Summoning his courage, Froth brought down his staff with a resounding thud, causing spikes to sprout from the ground around the cage. The Tigers recoiled, wounded by the sharp protrusions, and their leader let out a commanding roar, signaling a hasty retreat. As the predators slinked away, Froth released a heavy sigh, the weight of responsibility still lingering in his chest. Turning his attention to the rescued fawns, Froth offered them a reassuring smile.
"You're safe now, little ones. Let's return home," he said gently, tapping his staff on the ground. In response, the wooden cage vanished back into the earth, leaving no trace of its existence. Guiding the fawns back towards their haven, Froth couldn't help but reflect on the lessons learned and the importance of safeguarding those entrusted to his care.
Forest Protectors
Bunbuns, a unique and diminutive race comparable in height to gnomes, possess an enduring cuteness that remains with them throughout their lives, with the exception of the males who can grow facial hair. Embracing a carefree existence, they find solace in the forest, displaying a profound affinity for nature and its inhabitants, earning them the title of "protectors of the forests." In their devotion to Silvanus, the god of nature, they are bestowed with the ability to harness and manipulate the forces of nature itself, enabling them to nurture both the flora and fauna that surround them. Despite their lighthearted way of life, Bunbuns are not without adversaries. The enmity between them and their animal counterparts, the Vixsume, stems not from warfare or animosity, but simply from the inherent predator-prey relationship between foxes and bunnies.
Simple Joys
Bunbuns, also known as Bunny people, are a jovial and petite community residing in cheerful underground dwellings, nestled above the very forests they dutifully safeguard. They take great pride in the thriving state of their woodlands, adorned with vibrant trees, blossoming flowers, and bustling wildlife. As a friendly and peace-loving race, Bunbuns eagerly lend their assistance in gathering materials and foraging fruits from the forest, all the while adhering to a strict code of not causing harm to nature or its inhabitants, lest they face dire consequences. While deeply connected to their forests, Bunbuns are not confined solely to their leafy abodes; many embark on daring travels to broaden their horizons and indulge in the finer aspects of life, be it sampling delectable foods, sharing tales, composing poems, or singing melodic songs. Such journeys, however, can expose these adventurous Bunbuns to unforeseen challenges. Though not inherently feeble, as devout followers of Silvanus, many Bunbuns gravitate toward the path of Druidism, embracing the harmonious interplay between nature and magic. Nevertheless, there are those among them who pursue diverse vocations, spanning from rogues, wizards, rangers, and clerics, to even brave fighters who assume the role of protectors within their society. Festivals and merriment flourish within the forest-dwelling Bunbun communities, as they revel in lively dances, indulge in refreshing carrot juice or carrot cider, and savor delectable treats infused with the beloved vegetable. Their homes, modest yet comfortable, comprise essential amenities such as bathrooms, kitchens, cozy beds, and study/living rooms, alongside well-stocked pantries brimming with an assortment of delectable edibles. Bunbuns, valuing the essence of comfort over extravagant luxuries, embody a lifestyle centered on fostering warmth and contentment
Bunbun Names
Male. Froth, Ollie,Tomtom, Boo, Big Boss, Energizer, Hamelin, Chubbs, Wizzy, Yogi, Opie, Boston, Tiberius, Yukon, Snowball, Hobart, Dean, Tomtom, Cottonball, Doug
Female. Steletto, Alexander, Nikia, Kivi, Jullia,
Frankie, Pam,Lola, Tess, Pudding, Sarafina, Nom, Donna,
Zadora, Heidi, Alpine, Chantel, Manon, Jessica
Bunbun Racial Traits
Ability Score Increase. Your score increases Dexterity by 2, and either your Wisdom or Intelligence score increases by 1.
Age. A Bunbun reaches adulthood at the age of 20 and they generally reach the age of 200-250.
Alignment. Most Bunbuns are Neutral/Good. As they are kind-hearted creatures, they will not stand for people that hurt their friends, nor the flora and fauna.
Speed. Your base walking speed is 30 feet.
Size. The Bunbun's average size is about 3 feet tall and weigh about 40 pounds. Your size is Small.
Forest Knowledge. You can choose one of these three skills to be proficient with Nature, Acrobatics, Survival.
Wooden Spikes. As an action you can summon wooden spikes that burst out of the ground underneath the enemy. ranged spell range, 60 feet attack using the following. 1d20 + Wisdom Modifier + Proficiency Bonus On a hit, The enemy will be pinned to the ground and takes 1d8 piercing damage. The enemy must also roll a Strength savingthrow to push out of the wooden spikes. This ability can be used 3 times a short rest.
Graceful Wind Jump. With the help of wind magic you can jump higher in the sky, It almost seems like you are flying. You have a 30 feet flying speed instead of your normal walking speed, or 60 feet when using the Dash action. You need to land on the ground or a object at the end of your movement.
Talkative Nature. You have the ability to talk to the flora around you.
bludgeoning resistance. Because of your small size, you have a higher chance to dodge attacks with bludgeoning weapons.
Language. You can speak, read, and write, Common, Sylvan.
Ferasi
"Get up, you horse girl," the orcish slaver gruffly commands as he forcefully hoists the young girl by her mane, inspecting her teeth with a satisfied nod. Suddenly, the Ferasi girl retaliates, sinking her teeth into the slaver's finger, shattering bone and provoking a retaliatory blow to her face. Before the slaver can react to the commotion, an arrow tipped with stone finds its mark, striking him from behind. The Ferasi tribe swiftly descends upon the camp, unleashing a torrent of violence that drenches the surroundings in orcish blood. They seize the slaver's weapons, armor, and keys, liberating the prisoners. The girl who bravely bit the orc is freed, embracing her savior with gratitude. "Dictys, you've come! I apologize for what I said. You're not a scaredy foal," she exclaims, warmly hugging her brother. "It's alright, Seranu. We're getting you out of here," Dictys reassures her, their bond stronger than ever. As the remaining prisoners claim retribution and loot from their captors, they revel in newfound freedom. "Remember, my sister?" Seranu asks. "Run like the river," Dictys responds. "Soar like the sun. We are as free as the wind itself... running back home."
A Tale Of Hardship
Legend tells of the birth of the Farasi, born in a village nestled in the western lands where humans and centaurs lived harmoniously, supporting one another in peace and prosperity. However, the village faced a devastating raid by marauding orcs, and the survival of the children became the utmost priority. Though the orcs believed they had eradicated the village and plundered its treasures, unbeknownst to them, the children managed to escape. Alone and surrounded by the lifeless bodies of their parents, bloodied and unrecognizable, these children bore the traits of humans with horse-like ears, tails, and possessed exceptional stamina, flexibility, and speed. Now grown to maturity, the 1/4 horse children, lacking proper education, lead a primitive existence, adopting the name "Farasi" in honor of their lost village. Their sentiments toward orcs vary, with some gripped by fear while others harbor a burning desire for vengeance.
Farasi Tribes
Within the Farasi, two tribes emerge, each with distinct preferences for their dwellings. The first tribe, known as the Peak Farasi, chooses to reside in caves nestled atop mountain peaks. Blessed with remarkable stability and agility, they navigate these heights fearlessly, forging strong alliances with the Dwarves who assist them in mining endeavors while benefiting from their scouting skills. On the other hand, the Prairie Farasi opt for the vast plains, constructing huts that, although of lesser quality, may falter in the face of even a mild storm. To mitigate this, they foster close ties with the Centaurs, who lend their expertise in hut construction, fostering cooperation and mutual support between the two races.
Farasi Names
Farasi individuals, known for their specific Centaur heritage, embrace the practice of adopting Centaur names unique to their race. These names, while often lengthy and challenging to pronounce, can be shortened or replaced with nicknames when mingling with non-centaur companions during their travels.
Male Names. Agrius (Agri), Amycus (Amy), Asbolus (Az), Bienor, Chiron, Cyllarus (Cyl), Dictys, Eurytus (Tus), Elatus, Eurytion (Yuri), Hylaeus (Hyla), Nessus, Perimedes (Peri), Pholus, Rhoetus (Rote), and Thaumas (Tom).
Female Names. Agaria, Biano, Cylla, Diena, Eura, Hylonome (Hylo), Heranae (Hera), Nessicana (Nessie), Nara, Ponadata (Pona), Rhaelatisis (Rala), Rhaena (Rain), and Seranu (Sara).
A Harras Civilization
Over the course of many years and generations, the Farasi gradually formed tribes, laying the foundation for their own budding civilization, albeit with limited knowledge and skills. Their understanding of reading, writing, advanced agriculture, and metalworking remains rudimentary, while their expertise lies in a unique form of technology—sculpting. By carving homes within cave walls, they create intricate dwellings adorned with engravings depicting significant Farasi figures. Burial rituals take place in elaborately sculpted tombs. The Farasi have no formal currency system; instead, they adorn themselves with found copper and gold coins as decorative "jewelry," using ceremonial necklaces to signify their social standing within the tribe. Copper coins designate children or those in training, silver signifies adult or worker Farasi, and gold represents the leader, determined through a ceremonial event known as "The Great Race." Surprisingly, the Farasi do not adhere to a belief in a higher celestial being but instead draw inspiration from children's stories shared by passing vendors.
Farasi Racial Traits
Farasi have honed their unique abilities, deeply intertwined with their culture and natural inclinations.
Ability Score Increase. Your score increases Dexterity by 2, and either your Wisdom or Strength score increases by 1.
Age. Farasis reaches adulthood at 18 years old, and their lifespan is around 100 to 150 years old
Alignment. Most Farasi keep more to their selfes(Neutral), but they will help people in need when they have the chance(Good).
Speed. Your base walking speed is 40 feet.
Size. Farasis are a little bigger than humans but smaller than centaurs. Your size is medium.
Charged kick. After hitting an enemy with a melee attack, you can make a kick against your enemy as a bonus action. Make an unarmed melee attack with proficiency, dealing 1d4 + your Strength modifier damage.
A Simple Fight. You have proficiency with Shortbows, Spears, Shortswords and Javalin.
Jewelry Master. You have proficiency with Jeweler's Tools.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Broken Common and Broken Sylvan.
Ramuun
A pair of siblings, Tiax and Vype, stood beside the Torii, engrossed in reading a lore scroll gifted by their parents, meant to impart knowledge. Tiax, in an exasperated tone, exclaimed, "This is so boring! Why can't we just play like other kids?" Vype glanced at her brother and let out a sigh, responding, "You know we must uphold the tradition of the lore keepers... and I actually enjoy it; I find joy in acquiring knowledge." Tiax frowned at his sister, displeased, and retorted, "That's because you're a nerd and a goody-two-shoes!" Vype, feeling hurt, raised her voice and snapped, "I am not! You're just a meanie poo-poo head!" Just then, an elderly figure with long, curled horns entered the tent, silencing the quarrel. "Enough of that, you two," the elder chided. "Come along... you will be tested, and if you perform well, we shall indulge in some delectable fruits from the Peddler who arrived at our camp this morning." The children's eyes sparkled with excitement at the mention of tasty fruit, and they eagerly followed the elder.
Portal guards
The Ramuun, a formidable race of warriors, dwell harmoniously with nature, establishing their abodes on the lofty pastures nestled along mountainsides. Living in close-knit groups, when they discover an ideal location, they construct a torri—an ancient shrine that serves as a portal, inherited from their ancestors who traversed other planes. However, cautionary tales from Ramuun legends have imposed a strict prohibition on using these gates. In bygone times, the Ramuun would activate these torii, and their clan's oral traditions are rich with knowledge about the planes these portals led to. Yet, under present circumstances, the Ramuun resist the temptation to unlock their secrets, respecting the enduring taboo. With unwavering devotion, the Ramuun safeguard the torii with their very lives, shielding them from malevolent hearts and thwarting any incursion that may emerge from within.
Mountain People
Nestled atop the lofty, verdant or snowy pastures of the mountains, the Ramuun thrive in a harmonious community. Gifted in the arcane arts, many Ramuun choose the path of clerics, mages, or sorcerers, although a select few embrace the roles of paladins or warriors. Forming a longstanding alliance, the Ramuun and dwarves collaborate to safeguard their shared mountain homes. While the Ramuun protect the surface against goblinoid threats, the dwarves defend the subterranean depths. Crafting their dwellings from the hides of vanquished beasts, the Ramuun's teepees stand as testaments to battles worthy of legendary songs. Within these abodes, one finds an array of talismans adorning the interiors, alongside sleeping bags and buckets for daily necessities.
Ramuun Names
The Ramuun, honoring their ancestral connections to other planes, bestow upon their newborn lambs names they have gleaned from those realms beyond.
Male. Fek,Pav, Prov, Vrel, Tiax, Ohcuth, Drumin, Xaerean, Ghavlith, Brifpam, Bril, Shus, Zrik, Qog, Xad, Nitfux, Cievic, Nohash, Breemseh, Vilik, Qup Trah, Knoh, Xir.
Female. Cafea, Qoti, Ciopi, Priepo, Xazi, Krimzoxu, Xhysucku, Kridici, Vrapsamea, Piryzu, Vozo, Smudy, Gnetu, Vype, Pania, Trapici, Tasdioshy, Ilfozia, Soxeeckea, Zordarae.
Ramuun Racial Traits
Ability Score Increase. Your Intelligence score increases by 2, your Constitution score increases by 1.
Age. Ramuun reaches adulthood at 20 years old, and their lifespan is around 150 to 200 years old.
Alignment. The Ramuun mostly keep to their own on the mountains protecting their Torii’s.But when they are leaving the mountains they are willing to help people this makes them most of the time neutral/good.
Speed. Your base walking speed is 30 feet.
Size. You are the same size as the Humans. Your size counts as Medium.
ancestral oral history. you gain proficiency in the skill History.
Torii guardians. Whenever you make an Intelligence (Arcana) check related to the planar traits, you are considered proficient in the Arcana skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Stout horns Using the Attack action, you can make a Special melee Attack to ram an enemy with your horns, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you and do your normal unarmed damage.
Cliff dweller. mountainous terrain is never difficult terrain + climbing speed = normal speed.
Language. You can speak, read, and write Common and Dwarvish.
Tigraan
The three figures Slip to the edge of the Camp, they look out of the brush with catlike eyes at the huntsman boasting how they will capture the savages and make their sweethearts new coats from them… the Hunters turn when a single man blanches and points as three tall Cats on two legs loom behind the others. The biggest cuts forth , points at the fighter's weapons and says “Pick them up and die a warrior.” The Man grabs his sword and shield and begins his assault. The big one blocks the blade with his own, and rips away the shield throwing it like a discus at the archer taking aim. and knocking him out. The two males clash as the other figures a pair of females watch. The wizard conjures a Fireball and launches it at the three. the giant male hold his hand up blocking the blast from the other two and opening himself to a slash from the Human… who is swiftly cut down…. the softer of
the two females begins a chant to heal her wounded comrade, as the the other one tilts her head at the wizard and raises a finger….”Fireball.” in moments the camp by the lake is ash the surviving huntsman flee with a message. “Stay out of our Forests.”
The Ancient But Not Forgotten
Nestled within the depths of the jungle, the Tigraan have established their civilization around a majestic tree of colossal proportions. In harmony with nature for millennia, they owe their existence to the Chiri Paten, an ancient entity dwelling within the immortal tree. Bestowing long life and extraordinary abilities upon this race and its diverse variations, the Tigraan stand tall, proud, and honorable, ranging from 6.5 to 9 feet in height. Their sacred duty is to safeguard the forest, while those who venture beyond are known as "Ichikaru" or Branches. Some succumb to the temptations of city life, joining those brethren who have embraced its corruption, while others embark on wandering journeys until they return home. As veterans of countless battles and heroic feats, the Tigraan hold steadfast to their code of honor and loyalty, even among the most cunning who maintain their own skewed moral compass. Unfortunately, they are often perceived as dangerous, untamed, and uncivilized. Despite this reputation, the Tigraan engage in trade with outsiders who abide by their rules, becoming formidable allies in times of adversity. Regrettably, the Tigraan are divided into three factions: the primary Tigraan culture residing within the forest, the City Tigraan who exploit the essence of the Spirit tree for profit and unnatural purposes, and a third group despised by both factions for their barbaric nature—the Ferals, their own kin transformed into an abomination in the eyes of their people.
Living in Spirit and Honor
The Tigraan, deeply rooted in their culture, thrive within a framework of tribes and clans, guided by a grand council composed of revered elders from every village. Each village is led by a chieftain responsible for the village's governance, judgments, and defense. In their pursuit of unity, they arrange marriages between their youth and individuals from different villages, forging bonds that extend even to outsiders. Honor holds a paramount position in Tigraan society, especially in combat. Disputes are settled through one-on-one fights, where they strictly adhere to using only the same weaponry as their opponent and prioritize keeping their promises. However, the Tigraan's unwavering allegiance lies with the Spirit tree and its life force. They fiercely protect the forest where it resides, slaying any invaders, including the City Tigraan whom their Forest brethren despise. Yet, in the face of a threat to the tree, the Forest and City Tigraan begrudgingly join forces, setting aside their differences. When a community of City Tigraan is endangered, the nearest tribe of Forest brethren often lends support, despite their mutual disdain. The City Tigraan dwell in clan structures, smaller than villages but resembling human settlements, while the Ferals live solitary lives or in pairs, having chosen or kidnapped mates as companions.
Tigraan names
Tigraan mothers give birth to a litter of cubs, known as Kubaarii. However, due to various factors, the mother is often compelled to make a difficult decision regarding which cubs she will raise. The remaining cubs may be entrusted to a foster home or sadly succumb to unfortunate circumstances. The City Tigraan, on the other hand, address this issue by utilizing formulas as an alternative. The names bestowed upon the cubs are chosen based on their individual personalities and adhere to traditional customs. Typically, these names are assigned approximately three months after the birth of the cubs.
Male Names. Oriku, Scor’up, Nyx’ion, Val’tach, iKakali. Khatno, Giran, Shadirok, Bara’goen, Mako, Mar’ko. Zen’rak, Mar’ik. Ei teruun.
Female Names. Ei’tani, Kiraya, kiera, Tigraa, Irga, P’olo, Suniya, Maki,
Lami’tami, Taanu, Rakira, Theru’la. Vaniri.
Tigraan Racial Traits
Ability Score Increase. Your Dexterity score increases by 1.
Age. They can live up to 1000 to 1500 years old The spirit Tree’s
lifeforce in their bodies grants them long lifespans. they reach the stage of adulthood at 20 years at which point they go through a massive growth spurt over the span of a year changing from a 5-10 year old size to full size in a year often the parents will take them on a retreat for this process to teach them about their new form
Alignment. They can be any. depends on the individual
Size. As a child they are around 3-3.6 feet. and when adult males reach the height of 6’6”-9’with females usually only standing maximum of 7 feet the males are usually muscular as the females softer and lithe Both genders are Culturally proud of their bodies. even the fat ones, your size is Large.
Darkvision. Because of the high number of rods in their retina the nekotara have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Speed. Your base walking speed is 30 feet.
Languages. Tigraan, and Common. ((Ferals only speak broken variants of the local tongue))
City Tigraan
The City Tigraan are despised by their brethren in the forest for several reasons. Firstly, they have forsaken the forest and chosen to reside in the bustling city. Secondly, they disregard many traditional customs and openly ridicule the original tribes. Lastly, the City Tigraan pilfer and exploit the life force of the Spirit tree to create specialized weapons of war and spheres known as "Chinitachi," or mockingly referred to as "Flower blossoms." These items are seen as manifestations of the Spirit tree's essence and serve as sources of profit, as many individuals are willing to pay a significant sum for a magical blade. Such blatant profiteering has fueled animosity, as the Forest brothers perceive the City Tigraan as morally bankrupt. However, when one of their own conducted forbidden experiments on their kind, an act abhorred even by the City Tigraan, they find themselves in agreement with their forest cousins on one matter—the ferals. The ferals are regarded as aberrations, displaying intelligence, cunning, and a captivating charm. Should one encounter a feral, they must proceed with caution, as their response will depend on how they are treated. They can either become a staunch ally or a formidable adversary, making it crucial for all to exercise vigilance in their presence.
Ability Score Increase. Your Charisma score increases by 2.
Chatty Cat. you have proficiency in Persuasion.
Chinitachi, At level 1 the City Tigraan has a bracelet with sockets on it and a single orb of Chinitachi. this orb when in the bracelet allows their unarmed attack to do 1d4 of one element instead of normal claws.. ((Once chosen it's permanent until a new chinitachi is made)) At level 3 this turns into a custom weapon with 1d6 bonus damage to that element. at level 5 it becomes a +1 and at level 10 a +2 at level 15 the weapon becomes +3 and deals an extra 2d8 more of its element. you can make more of these but none will be as powerful as the very first. and only your original will return to you if called within 60 feet of you. if you Lose your personal Chinitachi. you best find it because you will never have that powerful of one again.
Guardian Tigraan
Endowed by the Spirit tree with remarkable stamina and the ability to shield both allies and themselves from harm, Guardians serve as the frontline defenders of the Tigraan race. They possess a sturdy and robust physique, emphasizing durability and resilience. Adhering to a stringent code, Guardians are entrusted with the protection of various individuals, including cubs, females, males, and even outsiders. It is not uncommon for them to venture beyond their homeland on quests to safeguard those in need. Devoted to upholding their personal morals, Guardians unwaveringly abide by a strict set of principles, even if these principles deviate from conventional notions of goodness. The safety of their tribe or the well-being of their charges takes precedence above all else. Consequently, Guardians are highly valued by other races, often sought after as both slaves and bodyguards. Their size, loyalty, and unwavering dedication make them willing to sacrifice their own lives to ensure the safety and protection of those under their care.
Ability Score Increase. Your Constitution score increases by 2.
guardian’s growl you are proficient in Intimidation.
Spirit shield At Level 1 the Guardian gains the ability to throw up a Spirit shield 15 feet wide centered directly in front of themself. The enemy has to roll a DC check based on the Tigraan’s Constitution score or have the attack negated.This ability can be used once a long rest.
They gain a second use of this power at level 5 and another at level 10, and 15. a success of the saving throw deals half damage.
Mimeru Tigraan
Endowed by the Spirit tree with the remarkable ability of comprehension and the power to mimic any observed abilities for a limited duration, the Mimeru Tigraan possess a slender and agile physique coupled with heightened intellect. Within the Forest tribes, they form the core of mages, druids, and other spellcasters. Their insatiable thirst for knowledge drives them to eagerly study and emulate the skills of outsiders. Often seen donning adapted attire influenced by outsider fashion, the Mimeru Tigraan thrive on engaging conversations that captivate their minds. Beware, for a bored Mimeru Tigraan is prone to mischief. They possess a mischievous streak that may result in unexpected pranks, such as discovering a troupe of gerbils in your pack instead of your usual provisions. Driven by enthusiasm and an unquenchable curiosity, Mimeru Tigraan eagerly embark on adventures, seeking to expand their understanding, accomplish more, and forge new friendships. Unfortunately, their fervor for exploration often leads them to succumb to the allure of city life, making them the first to transition away from their forest-dwelling roots.
Ability Score Increase. Your Intelligence Score increases by 2.
Curiosity you are proficient in investigation
Copycat The Mimeru can mimic one spell for the remainder of a battle they see an enemy use. when casting this ability they deal half damage for any ability copied equal to a spell over level 4. This ability can be used once a long rest. at level 5 they can copy two and at level 10 they can copy 3. they always forget the powers after the battle as they will get distracted with new wonders and jubilations of victory.
- Level 1. You can mimic an enemies spell, however the spell is reduced in power by 60%, they can copy only 2 spells per combat phase.
- Level 5. You can mimic enemies spells at 50% reduction to potency, however can copy up to 4 spells per combat phase.
- Level 10. You can copy up to 6 spells per combat phase. no metric changes.
- Level 15. You can mimic enemies spells at 25% reduction to potency, however can copy up to 8 spells per combat phase.
Haelii Tigraan
Renowned as the tribe's esteemed healers and doctors, the Haelii are held in high regard and seldom venture far from their home village due to their indispensability. Their healing abilities make them highly sought after as potential mates or targets for slavers. Endowed with profound knowledge of herbs and medicine, they possess the remarkable power to accelerate the healing process of other living beings, albeit at the cost of their own life force. These gentle souls exude a passive, tender, and compassionate nature, resembling a nurturing mother towards their Kubaarii. They display unwavering dedication in defending those under their care, even if it means sacrificing their own well-being. Willingly offering their own blood to augment healing magic, they possess a diverse repertoire of techniques to treat wounds, with or without the aid of blood. At times, the Haelii may be mistaken for practitioners of sinister blood magic or other nefarious arcane arts. However, such accusations hold little importance to them as long as they are able to save lives and alleviate suffering. The well-being and preservation of others supersede all other concerns for the benevolent Haelii.
Ability Score Increase. Your Wisdom score increases by 2.
Healing Wisdom. You have proficiency with Medicine.
sacrificial healing Starting at level 1 You -2 hp from the player pool, to add 1d6+wisdom modifier to the healing roll. limit After skills are used all healing moves take a 1 turn cool down, and no self healing can be casted for 2 turns after cast.
- level 5. -3hp for to 2d6+ wisdom added to dice roll. same limits
- level 10. -5hp for 2D8+wisdom added to dice roll. limits 1 turn cool down on all healing including self.
- level 15. -10hp for 1D20+wisdom added to dice roll. limits 1 turn cool down on all healing including self.
Anguillara
In the depths beneath the rivers of a human realm known as (Name), a small group of female Anguillaras resided, gathering upon the riverbed within their makeshift hut crafted from scraps of wood. Engaged in conversation and laughter, they held a myriad of objects bestowed upon them by humans—a discarded wine bottle, an aged dagger, and more. Through a clever combination of pipes and magic, they detected a disturbance from above the river, catching their attention."What have you done to my merchandise, boy!" roared a man, his voice brimming with anger. Anxious and trembling, a younger voice attempted to explain, its words stumbling out in a hushed, stuttering tone, "S-sir, it was an accident... I-I tripped..." The deeper voice erupted in even greater fury, "No more excuses, you wretched brat!" The younger voice, on the verge of tears, whimpered, "N-no, sir, I speak the truth, sir!" Suddenly, a splash resonated as something—or someone—plunged into the water near their location. Sensing the urgency, the eldest Anguillara instructed her companions to remain inside while she and a few others ventured out. There, they discovered the young boy unconscious, his eye bruised and swollen, and his cheek bleeding.
tail to raise herself out of the water and looks at the older man who she presumed who punched the young man into the river. Determined, the oldest Anguillara extended her tail, gently cradling the injured boy as she lifted him onto a stone path. As the Anguillaras emerged from the water, they observed the man standing near a damaged cart, with bruised fruits scattered on the ground. A crowd had gathered around the boy, casting accusing glances at the man. Fueled by a mixture of anger and annoyance, the oldest Anguillara seized the man with her tail, his protests falling upon deaf ears. With a swift motion, she flung him into the river, eliciting laughter and cheers from the onlookers. Satisfied with her actions, the Anguillara smiled, diving gracefully back into the water to rejoin her companions. The man, now soaked and humiliated, continued to unleash a barrage of profanities and insults, but the Anguillara paid him no mind, returning to her peaceful conversations beneath the river's surface.
Gentle Strangers
The Anguillara are unique sea-dwelling humanoid creatures, resembling a fusion of eels and squids. They are divided into two distinct tribes: the (Sea Tribe Name), residing in the vast oceans, and the (City Tribe Name), who inhabit the waters near towns and cities. They construct their homes by digging large holes in the water table, adorning them with various items they collect from the surface. Known for their benevolence, the Anguillara are often regarded as kind-hearted beings. They come to the rescue of individuals who find themselves in perilous situations, using their powerful tails to lift them out of the water and prevent drowning. These tails also possess the ability to produce poisonous mucus, serving as a defense mechanism against potential threats. Anguillara have sworn enemies known as the Ramia. However, there are exceptions among the Ramia, such as the Jormungand Ramia for the (City Tribe) and the Sea Serpent Ramia for the (City Tribe), who specifically target the Anguillara's eggs for consumption, intensifying the animosity between the two factions.
Dwellers In The Deep
The Anguillara, dwelling in secluded pits away from other species, prefer living in groups. They have a vegetarian diet, nourishing themselves by absorbing marine snow. Being nocturnal creatures, they thrive in dark areas and are sensitive to light, which can sometimes be harmful to their eyes. As a society, the Anguillara embody peacefulness. They diligently maintain the balance of marine vegetation, ensuring the well-being of corals and plants. They act as custodians, guiding away those who pose a threat to the environment and ensuring that essential resources are available for the continuous growth of marine life. Their preference for working discreetly and remaining unnoticed suits their nature, allowing them to carry out their vital tasks without drawing much attention in the waters.
Anguillara's Relationships
The Anguillara maintain mostly good to neutral relationships with other races. They share a harmonious connection with aquatic races like the Triton and Locathah, fostering positive interactions. However, they harbor a distaste for catfolk such as the Nekotara and Tabaxi. While they generally tolerate most Tigraan, they hold a strong animosity towards the Feral Tigraan, often leaving them to their fate when encountering them. Anguillara settlements can be found along coastal and river regions, particularly in human settlements. They are drawn to the unique objects found among humans, sometimes even collecting and hoarding them. Humans intrigue the Anguillara due to their numerous flaws, sparking a keen interest in observing and learning more about them. The domestic Shadow Vixsume, Inuyasha, shares this curiosity towards humans, further strengthening their bond. Anguillara can also be found in Dwarven towns or cities, provided there are rivers or lakes nearby. As nocturnal beings, the Anguillara have the rare opportunity to catch glimpses of the Shadow Vixsume. Over time, these two peaceful races have formed an alliance, often aided by the mist created by the Shadow Vixsume to provide cover. The Ramia and Sea Serpents pose a natural threat to Anguillara eggs, making them their sworn enemies, especially the Jormungand Ramia and the Sea Serpent Ramia, who are known for their viciousness.
Anguillara Names
The Anguillara have adopted the Triton's naming tradition for convenience, using names with 2 or 3 syllables. Female names typically end with the letter "n," while male names end with the letter "s" or sometimes with vowels. Their surnames are derived from their home protectorates, with a vowel followed by "th" added to the end of the protectorate's name.
Male Names, Jhimas, Delnis, Corus, Zunis, Vodos, Nalos, Molos, and Keros.
Female Names. Feloren, Duthyn, Belthyn, Aryn, Wolyn, Vlaryn, Sharlyn, and Otanyn.
Anguillara Racial Traits
As you live in the waters in the big sea or cities you learned certain skills when you grew up.
Ability Score Increase. Your Dexterity, Constitution, and Wisdom increases by 1.
Alignment. Anguillara's gentle nature and tendency to prefer living in groups marks most of them as lawful good, however individuals may tend to focus on one or the other.
Size. Angullara tend to be the same size and weight as a Dwarf, but their tails can reach as long as their bodies from head to toe. Your size is Medium.
Speed. You have a walking speed of 25 feet, and you have a swimming speed of 35 feet.
Amphibious. You can breathe both air and water.
Aquatic Nature. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Poisonous Mucus. Your body is constantly pumping out poisonous mucus at key parts of your body, including your forearms, shins, tail, chest, and forehead. Your DM may determine if other parts are also covered in this mucus and if it permeates through your armor. You have advantage against being grappled and if another creature successfully grapples you or hits you with an unarmed strike or natural weapon, they must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or take 1d8 poison damage. You can use an action to make an unarmed strike with your tail, but you deal 1d4 acid damage instead of the bludgeoning damage normal for an unarmed strike as you use your mucus for an unintended purpose.
Languages. You can speak, read, and write Common and Primordial.
Battofōku
A Dark Rebirth
In their leisure time, they engage in various forms of fine arts such as painting and sculpting. They discover exquisite underground stones that are rarely seen on the surface and create breathtaking stone sculptures. They craft remarkably comfortable stone furniture and efficient tools, adorned with gold, silver, platinum, and precious gems The sorrowful Shar, the Dark Goddess, mourned the loss of her own son, the God of Shadows and thieves named Mask. She forcefully gathered his remaining believers and the fragments of his essence to merge them with the most graceful creatures of the night in the region: bats. Her intention was to shape them into her messengers, spies, and assassins. However, the fusion with mortals not only granted them sentience but also bestowed upon them free will. Eventually, they revolted against Shar, seizing what they could and establishing themselves in different locations Despite Shar's desire for her creations to spread far and wide, acknowledging that some still worshiped her, the resulting races diverged from the original lineage. Descendants of the pure bloods, who retain more animalistic traits, take great pride in their appearance and tend to be less accepting of races that appear different from them. However, they have been known to collaborate and trade with friendly and intelligent creatures. The Battofoku, who exhibit more human-like qualities due to interbreeding with humans and other races, emerged over generations. As a result of the vast expanses of land available to the winged species, they formed distinct tribes based on their geographical locations.
Sudo Battofōku
Vampire Battofōku
Full-blood Battofōku
Risu
Deep within the sprawling forest, nestled amidst towering trees and whispered secrets, there lived a Risu named Alina. Like her kin, Varia was captivated by the wonders of science. With her curious eyes and nimble paws, she sought to unravel the mysteries of the natural world.\Day after day, Varia delved into her scientific pursuits, conducting experiments and observations with unwavering dedication. She crafted intricate contraptions from leaves, twigs, and discarded nuts, transforming them into ingenious scientific tools. With each discovery, her excitement grew, fueling her relentless quest for knowledge. Through patient study, Varia unlocked the secrets of photosynthesis, understanding how plants convert sunlight into life-giving energy. She marveled at the intricate web of relationships that existed within the forest ecosystem, meticulously documenting the interactions between plants, animals, and the environment. Her fellow Risu watched in awe as Varia's scientific endeavors bore fruit. She shared her findings with the community, fostering a deeper understanding and appreciation for the delicate balance of nature. Varia's passion ignited a spark within her kin, inspiring others to do better in their own scientific explorations. As seasons passed, Varia's reputation as a brilliant scientist grew far and wide. Scholars from distant lands sought her guidance, eager to learn from her wisdom and expertise. Yet, Alina remained humble, always striving to expand her knowledge and push the
boundaries of understanding. In the end, Varia's legacy was not just the discoveries she made, but the lasting impact she had on her community and the world. Her dedication to science sparked a thirst for knowledge among the Risu, propelling them towards a future where science and nature harmoniously intertwined. And in the hearts of future generations, Alina's name would forever be synonymous with the pursuit of truth and the beauty of scientific exploration.
Curious Critters
High up in the towering trees, nestled within the ancient and dense forests of Riversa, you'll find the village of Berchwelch, home to the Risu. These curious creatures have formed their own secluded and amiable community. With an insatiable thirst for knowledge, the Risu dedicate themselves to researching everything within their reach, be it simple mushrooms or the vibrant wildlife that surrounds them. It is no wonder that each Risu is accompanied by an animal guide, ranging from the tiniest mouse to the mightiest bird. During the winter months, the Risu construct expansive underground settlements beneath their forest-bound dwellings. For the remainder of the year, they venture out only to gather essential supplies, carefully storing food within their tails as they scavenge and gather. Their diet primarily consists of acorns, nuts, and conifer cones. Additionally, they consume buds, leaves, berries, mushrooms, caterpillars, eggs, and even young birds when the need arises.
The Scientist's Life
The Risu thrive on collaborative endeavors, although they are prone to engaging in trivial conflicts. Despite their innate curiosity, they approach outsiders with caution and maintain a certain level of distance. Building trust may take longer for the Risu, yet their insatiable thirst for knowledge and their penchant for studying and experimenting on diverse creatures often leads them to forge alliances with foreign peoples. They always reassure their newfound allies that their experiments will not involve dissection. Upon reaching adulthood, each Risu undergoes a significant encounter with the Council of Elders, esteemed
individuals revered for their vast wisdom and knowledge. It is the duty of these elders to assign a specialized research field to each young Risu as they come of age, considering their unique strengths and passions. While most accept the chosen path, there are instances where a young Risu may reject the Council's decision. In more severe cases, this defiance can result in the individual being ostracized and labeled a pariah by the community. Although some may choose to leave their homes in such circumstances, it is exceedingly rare for one to be exiled solely due to this choice.
Mind over Muscle
The Risu may not be known for their physical prowess, but they compensate for this perceived weakness with their remarkable magical and technological achievements. They resourcefully utilize any materials within their reach, valuing even the humblest of objects like sticks, stones, and leaves. Embracing this philosophy, the Risu developed their weapon of choice, a magical explosive acorn, during the early stages of their society. Through the generations, they have honed their ability to infuse similar-sized objects with explosive energy. Their preference for intellect over brute strength has paved the way for a plethora of inventions that enhance their daily lives. Among these inventions are ingenious creations like magic-powered elevators, pneumatic nutcrackers, clockwork tail combing stations, and more. These examples merely scratch the surface of the magnificent contrivances crafted by these mischievous beings, as they continue to assemble new creations with each passing day.
Risu Names
The Risu, though not renowned for their physical might, compensate for this perceived weakness with their extraordinary magical and technological accomplishments. They display resourcefulness by utilizing any available materials, appreciating even the most humble objects like sticks, stones, and leaves. This mindset led to the creation of their favored weapon, the magical explosive acorn, in the early days of their society. Over generations, they have refined their skill of imbuing objects of similar size with explosive energy. Emphasizing intellect over sheer strength, the Risu have produced a multitude of inventions that enhance their daily lives. These include remarkable creations such as magic-powered elevators, pneumatic nutcrackers, clockwork tail combing stations, and more. These examples merely scratch the surface of the ingenious contrivances crafted by these mischievous beings, as they persistently construct new innovations with each passing day.
Male. Robertus, Gymnasium, Severinus, Lyconides, Sobersides, Strobilus, Cocus, Pius, Lyconides, Alcesimus, Trachalio, Stephanium, Gallicles,Stephanus, Stratipoccles, Dorippa, Phronesium, Abelus, Charinus, Robertus, Eutychus, Sergius, Pyrgopolinices, Grumio, Philematium, Megadorus, Palinurus, Cappadox, Hanno, Stratipoccles.
Female. Pupia, Liburnia, Camilia, Velia, Novia, Helvetia, Varia, Aufidia, Dexsia, Sextilia, Curtia, Blossia, Faenia, Acilia, Umbrenia, Artoria, Macrinia, Potitia, Bantia, Sentia, Palaestra, Martina, Olcinia, Publicia, Albatia, Ninnia, Hortensia, Aurelia, Fadia.
Relationships
Bunbun. Despite their inherent differences, Bunbun and Risu are natural allies due to their shared small size. Recognizing the advantage of unity, they often collaborate to defend themselves against larger predators. Working together, they leverage their respective strengths and abilities to ensure their mutual safety and protection. This cooperative relationship highlights their shared understanding and the bond formed by their shared vulnerability in the face of larger threats.
Farasi. The Risu possess a peculiar fascination with the Farasi, primarily due to their perceived lack of intellect, or as they humorously refer to it, "brain cells." However, despite their curiosity, the Risu tend to keep their distance from the Farasi in order to avoid potential conflicts. They recognize that their divergent natures and potential misunderstandings could lead to friction or clashes between the two species. As a result, the Risu opt for a cautious approach, observing the Farasi from afar while maintaining a respectful distance to prevent any unintended confrontations. This approach ensures the preservation of harmony and minimizes the likelihood of any unfortunate misunderstandings between the two groups.
Kumohito. The Risu possess a peculiar fascination with the Farasi, primarily due to their perceived lack of intellect, or as they humorously refer to it, "brain cells." However, despite their curiosity, the Risu tend to keep their distance from the Farasi in order to avoid potential conflicts. They recognize that their divergent natures and potential misunderstandings could lead to friction or clashes between the two species. As a result, the Risu opt for a cautious approach, observing the Farasi from afar while maintaining a respectful distance to prevent any unintended confrontations. This approach ensures the preservation of harmony and minimizes the likelihood of any unfortunate misunderstandings between the two groups.
Risu Racial Traits
Race Description.
Ability Score Increase. Your Intelligence increases by 2, and Wisdom increases by 1.
Age.
Alignment.
Size. The Risu's average size is about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet, and you got a climbing speed of 20.
Racial 1. You can choose one of these three skills to be proficient with Arcana, History, Survival.
Racial 2.
Racial 3.
Racial 4.
Languages. You can speak, read, and write Common and a language of your choice.
Flying Risu
The Flying Risu, an intelligent race of gliding squirrels, possess a remarkable adaptation known as a "Patagium" (plural: patagia), a furry membrane that spans between their front and back limbs. This unique trait enables them to effortlessly glide through the air, controlling their descent with ease. Intriguingly, a subset of the Flying Risu population exhibits an inherent bioluminescence, casting a gentle glow in the dark. Leveraging their exceptional vision and nocturnal nature, the Flying Risu predominantly navigate the night skies, minimizing the likelihood of encountering predators. Notably, the Flying Risu have garnered renown for their technological acumen, particularly in the field of weather prediction. They construct intricate machines that scan the skies, allowing them to analyze weather patterns and generate accurate forecasts. In order to safeguard their community, a dedicated pair of Flying Risu undertakes nightly patrols, with those possessing bioluminescence being selected for this crucial duty. The radiant presence of these guards acts as a natural deterrent to potential threats and predators. However, if trespassers persist despite the warning, the Flying Risu employ an impressive assortment of inventive contraptions and tools to defend themselves and ensure the safety of their fellow brethren.
Rakūn
Myyhika
From the Sea of Stars
The myyhika were space dwellers in the past, exploring planets in search of new homes or enhancing their intelligence. Their home planet, [name], was a vast, oceanic planet filled with aquatic life ranging from small fish and undersea vegetation, up to the fiercest of predators and the myyhika themselves. During one of their off world investigations eons ago, their home planet was lost. As an act of desperation, the myyhika reestablished themselves on their current world, setting down, what would become, permanent roots. Over time, just as the myyhika's physiology changed to adapt to their new climate, so too was the tale of their home world's loss forgotten. In the present, their form involved from a sinuous body, with an elongated torso and slithery tail. Long-armed, with three bony fingers. Slate gray body with an oddly textured chest. A large bulbous skull, small eye sockets. Seemingly lacking a mouth with two nostrils and no ears to speak of. Over many millennia, their form slowly changed into how the myyhika are recognized today: their torso narrowed and became more prominent, the base of which bloomed into a skirt-like shape. Their once pod-like head morphed to resemble a jellyfish bell atop a more humanoid face. Their tail split into multiple tendrils jutting from their back and lower body. While traveling above the sea, their tendrils could transform into feet with three toes. Their arms and hands became more slender and shortened to suit their new midsection. They are unable to speak, instead utilizing telepathy to communicate with most intelligent species.
Name
The Myyhika, a curious race, seeks to uncover the secrets of the world and its inhabitants. Often found in groups called shoals or swarms, they approach other races with overwhelming curiosity, bombarding them with telepathic questions that can startle and scare them away. Perplexed by this response, the Myyhika become even more inquisitive, driven to ask further questions. Reproducing asexually, they undergo a painful process of splitting their bodies into smaller ephyraes, temporarily weakening themselves as their regeneration takes precedence. While they possess a love for exploration, the Myyhika are generally peaceful and prefer to avoid trouble. In times of peril, they harness their mind powers to confuse and deter their adversaries.
Ejula
Asali
In the bustling city of Nectarium, ruled by the wise and powerful Queen Beatrice Nectar, a story unfolds that showcases the extraordinary qualities of the Asali Queen. One day, a severe drought befell the land, threatening the livelihood of the Asali and their neighboring communities. The once lush fields withered, and the honey supply dwindled. As the people grew desperate, Queen Beatrice took it upon herself to find a solution. She gathered her council and devised a plan to seek out the legendary Oasis of Eternal Springs, a fabled source of abundant water said to be hidden deep within the desert. Undeterred by the challenges that lay ahead, the queen embarked on a perilous journey with a select group of Asali warriors. Days turned into weeks as they braved scorching heat, treacherous sands, and unknown dangers lurking in the desert. Queen Beatrice, leading her people with unwavering determination, inspired them to push beyond their limits. Her resilience and unyielding spirit motivated the Asali to overcome each obstacle they encountered.
Finally, after much hardship, they stumbled upon a hidden oasis nestled amidst the dunes. Its crystal-clear waters flowed endlessly, offering relief and hope to the weary travelers. Queen Beatrice, in her wisdom, understood the significance of this discovery. She recognized that the oasis could not only save her kingdom but also bring prosperity to the surrounding communities. With the oasis as their newfound treasure, Queen Beatrice and her people worked tirelessly to build irrigation systems, enabling the once barren lands to flourish. The Asali became renowned for their ability to cultivate abundant crops and produce the most exquisite honey, sharing their prosperity with those in need. Word of the Asali Queen's feat spread far and wide, earning her respect and admiration from neighboring realms. Leaders sought her guidance, and she became a symbol of strength, wisdom, and compassion. Years passed, and Queen Beatrice continued to lead her people with grace and humility. Her reign brought an era of unity and prosperity to Nectarium, leaving a lasting legacy that would be remembered for generations to come. The story of Queen Beatrice Nectar serves as a testament to the unwavering spirit of the Asali people and their remarkable leader. With her dedication, courage, and selflessness, she not only saved her kingdom but also inspired her subjects to embrace their full potential and create a brighter future for all.
A Queen's Hive
In the western region of Shania, located in the fields of Meadowsmead, lives a race of beefolk called the Asali. The Asali are a matriarchy led by Queen Beatrice Nectar, the XIVth Queen, who, despite being a strict ruler with high expectations for her subordinates to work to their maximum potential, also possesses kindness and often rewards those who prioritize the kingdom's interests over their own. The Asali people are known for their diligent work ethic and unwavering loyalty to their community and Queen, taking immense pride in any efforts made to improve their homes and surroundings. Biologically, female Asali exhibit superior mental and physical capabilities compared to their male counterparts, which results in them frequently assuming leadership roles, while males primarily serve as the kingdom's workforce. This hierarchical division leads to a rarity of
pairings between males and females within the Asali society, further reinforcing the separation of status between the genders.
Warriors and Workers
Emulating their Queen's example, female Asali often assume strict leadership positions, demonstrating meticulous attention to detail and a constant drive for self-improvement through training and learning. While they do not tolerate mistakes from their colleagues, they reveal a softer side when they find reliable individuals, fostering healthy relationships. In contrast, male Asali, assigned to workhorse roles, are direct and focused, priding themselves on achieving goals with precision. The Asali as a whole are fiercely loyal, working collaboratively to enhance their society. The ascension to the Asali throne is determined through a skill contest exclusively open to females, where the Queen engages in combat without armor, wielding a single weapon of her choice. Males are strictly forbidden from participating, facing immediate execution if they attempt to do so. However, in the past, the Asali had a rich and complex history full of cultural traditions and legends that shaped their present-day existence.
A Kingdom of Cells
The honeycomb-like design of Nectarium city allows for its workforce to branch out and integrate new areas with ease; expansion only begins when the previous sector is fully developed and ready to support another. Recognizing that commerce is a great way to increase the kingdom’s wealth, the Asali often send their warriors out as scouts to identify a region’s resources. Within this central hub, the Queen's council and other civil servants work to ensure the city's prosperity, handling lawmaking, organizing supplies and workers, and other matters the Queen deems important. These roles are generally male dominated, with female Asali finding the tasks beneath them, instead relying on their battle-oriented physique to serve their Queen in more militaristic matters. The Asali prefer to craft products using honey or wax and as such, when a location is found to be lush with both it is quickly secured and brought into the fold. However, the Asali also have a strong appreciation for the arts, with their cities adorned with intricate sculptures and murals that depict their rich history and cultural heritage.
Pragmatic Playtime
Asali hobbies are usually an extension of what they do for work within the community. Those who take up warrior-like professions can often be found playing sports and exploring to remain nimble. Meanwhile, Asali who work the land incline towards home gardens and cook with what they grow. To the outside eye, this may make Asali look like all work and no play, but many of the nation's greatest achievements have been a result of Asali enjoying their leisure time. Some Asali work on creating new medicine to both help their race and sell it to other countries. At night, many Asalians like to go to their local pub and drink the night away. The most famous ale in Nectarium is named honeysuckle, named after a favorite flower of one of the first Queens. Flowers themselves are also a commodity in the Asali community, often collected to make varieties of honey for personal stores.
Once a month they will hold a contest to see who can cook something with their personal honey for the Queen; the asalian who wins may make a request from the Queen, within reason. The current Queen also indulges herself in some fun of her own, as a music lover she has ordered a band to be formed for her personal entertainment, a metal band named Stingers n Roses. Those who meet the Asali Queen would not expect her to be a metal fan. Simple and numeric, very little uniqueness. However, the Queen finds solace in the powerful music and finds inspiration in the energetic performances. She believes that the fierce and rebellious spirit of metal resonates with her own desire to challenge conventions and lead her people to greatness.
Asali Names.
When the current queen is healthy and fertile, she is capable of laying eggs almost constantly. During peak season, a quality queen can lay over 3,000 eggs per day - that's more than her own body weight in eggs in a day! When a larva is born, its gender is checked. If it's female, she will be given a heroic name, reflecting the strength and significance of her role. However, if it's male, he will be given a simple and numeric name, with very little uniqueness to distinguish him. This naming convention highlights the difference in status and societal expectations placed upon female and male Asali within the bee society.
Male. Pierre, Cornelius, Alistair, Randolph, Wilson, Horace,
Female. Adira, Battista, Cambria, Davina, Exie, Fahari, Gamora.
Asali Racial Traits
Dedicated to continuous improvement, the Asali embody unwavering loyalty and a commitment to expanding their horizons. They strive to stand against those who choose selfishness and embrace the joy of supporting their allies. For them, the act of giving is a source of pleasure, as it reflects their values and fosters a stronger community.
Ability Score Increase. Your Constitution score increase by 2, and Intelligence increases by 1
Age. An Asali reaches adulthood at the age of 15, making them eligible to move to Hiveard, a boarding school with a strong business and combat program that ensures these Asali become mature adults. The best students are selected to join a special military program after boarding school, with the majority of these students being female. Asalis live between 60 and 80 years.
Size. Male Asali are 5'4 feet tall, while females reach a height of 5'7 feet. Their slim muscular bodies allow them to move easily on the battlefield, and they weigh between 90 and 110 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Hive's Mastery. You can choose one of these three skills to be proficient in: Athletics, Intimidation, or Medicine.
Flight. You have a flying speed of 40 feet. However, you can't use this speed while wearing medium or heavy armor. Embedded Stinger. Your unarmed strikes function as non-magical daggers without the range or thrown properties. Once per long rest, you may attempt to poison a target as part of your unarmed attack action. On a successful attack, the target must succeed a DC 12 Constitution saving throw, taking 1d4 poison damage on a failed save.
Languages. You can speak, read and write Common and Sylvan.
Ari
In the depths of the forest, a diligent black Ari named Alistair tirelessly dug through the earth, seeking a rare and precious mushroom believed to bring prosperity to the colony, inspiring the other Ari to join in the collective effort until they formed a chain of industrious black Ari, their tiny legs tirelessly moving in sync, and with each careful dig, Alistair's excitement grew, knowing that its hard work would benefit its kind and reinforce the importance of determination and unity, the news of the discovery spread throughout the nest, and the entire black Ari community gathered to witness the spectacle, their antennas twitched with anticipation as Alistair held the prized mushroom aloft, a symbol of hope and prosperity for their colony, the legend of Alistair's discovery would be retold among the black Ari, a testament to the power of perseverance and unity, instilling in them a deep sense of pride in their industrious and resourceful community.
Above ground to underground
Deep underground, amid forests, jungles, and uncharted territories, lies the hidden realm of the Ari, a race descended from the exiled Asali individuals who faced banishment for a daring honey scheme that would have cost them their lives, if not for the queen's mercy. Venturing to the other side of the forest, the exiled Asali began building their underground sanctuary by digging tirelessly with makeshift shovels, and over time, they underwent a remarkable metamorphosis—losing their wings, sprouting six legs covered in scales, and decreasing in height, ultimately evolving into distinct species that needed a new name. After contemplating for several days, they chose "Ari," a heartfelt homage to their former queen, Arishi. As the years passed, they embraced their new identity, living harmoniously with their underground realm living harmoniously in their underground realm. Preserving their ancient heritage while charting a new destiny, and building bridges between the worlds above and below to enrich the lives of interpid souls who dared to delve into the enigmatic depths to unearth their secrets. The remarkable journey of the Ari inspired awe and fostered a sense of wonder among all who encountered them. Their remarkable. journey serving as a timeless saga that echoes through the annals of history, inspiring countless generations to embrace their uniqueness and adaptability. As they continued to thrive in their subterranean sanctuary, their grandiose maze of interconnected chambers adorned with glowing crystals and bioluminescent flora, deep within which, in the heart of this mesmerizing structure. They created a private sanctuary to honor their queen's mercy, a hallowed space meant to serve as an eternal reminder of the chance she had bestowed upon them and the compassion she had shown.
Deep inside an underground stronghold.
The Ari are primarily reclusive, keeping to themselves and being territorial within their own strongholds called their nests, rarely interacting with other races. Over time, two new queens have been added to the nests to assist the current queen in laying eggs. The male Ari, known as Vexil, have the sole responsibility of fertilizing the queens, but some ambitious males train harder and rise to become generals, even surpassing
female generals, although such remarkable males are seen only once every hundred years or so. Female workers of the Ari named Vexia, spend much of their time digging new halls and collecting seeds to cultivate mushrooms. These special mushrooms grow larger than the ordinary ones, towering to the height of a tree. The queens' saliva possesses a magical substance known as Glowvera, which they use to coat the eggs, saving them and aiding in the larvae's development. The Ari gather fungus from these mushrooms as a food source for their larvae, using mannitol to accelerate their growth. The larvae heavily rely on workers for feeding, molting multiple times as they rapidly grow during their short stage, lasting merely six to 12 days.
The life within a nest
It is known that Ari are kind yet quite headstrong. Many of the Ari are bold, adventurous risk-takers with highly active foragers. Others are shy, risk-averse, and fearful of new environments. They make their own weapons with what they can find in their nests. The Ari possess incredible strength, enabling them to carry loads up to twenty times their own body weight. They don’t do fun stuff as working is the only thing they know. As the Ari don't have complex emotions such as love, anger, or empathy, but they do approach things they find pleasant and avoid the unpleasant. Ari have excellent hearing; they can hear even though they don't have ears, but they can detect sound through special organs within their legs. They sense the vibrations running through the ground or whatever surface they are standing on, and by detecting vibrations, they are able to warn one another of danger. They also can smell with their antennae and thus follow trails, find food, and recognize their own colony. However, the Fire Ari get aggressive if you enter their nest uninvited. Black Ari are known to be more passive and surprisingly welcoming to strangers into their nests. While they may be peaceful and accommodating, they do not hesitate to defend themselves if someone poses a threat or intends to harm them. If an Ari falls away from the nest, it releases pheromones from its body to alert other ants in the colony that the area is risky and has something that can cause death. If an Ari dies within their nest, they have specialized undertakers for the task. They usually carry their dead to a sort of graveyard or take them to a dedicated tomb within the nest.
Color difference
Black Ari. Passive by nature, serve as the diligent workforce of the colony. They engage in various tasks, from building and tending to shops, to caring for the queens and larvae. Their extensive scavenging experience enables them to navigate difficult terrain effortlessly as they collect a wide array of foods and fungi from the ground.
Fire Ari. Aggressive by nature, the fire Ari form their own nests, and at times, they seamlessly blend in with the black ones to protect their kind as a formidable army. Their unique ability to resist fire makes them exceptional defenders. They exhibit unparalleled loyalty and will literally lay down their lives to safeguard their fellow Ari, showing an unyielding dedication to their kind.
Ari Names
A newly-mated queen lays a cluster of about a dozen eggs, which hatch 7 to 10 days later and are then fed by the queen. Later on, a well-fed queen can lay up to 800 eggs per day. When an Asali is born, its gender is checked. If it's female, she receives a heroic name, reflecting the strength and significance of her role, while if it's male, he is given a simple and numeric name, emphasizing the difference in status and societal expectations between genders within the colony.
Male. Pierre, Cornelius, Alistair, Randolph, Wilson, Horace,
Female. Adira, Battista, Cambria, Davina, Exie, Fahari, Gamora.
Ari Racial Traits
The Ari are ant-like humanoids known for their industrious nature and strong sense of unity. Black Ari excel in building and foraging, while fire Ari possess fire resistance and a fiery spirit. Despite their small size, they stand tall as a united and determined force.
Ability Score Increase. Your Strength score increase by 2, and Intelligence increases by 1
Age. hey reach adulthood at around 18 years old and can live up to 70 years or more, depending on their health and lifestyle. This extended lifespan allows them to gain extensive knowledge and experience, becoming wiser and more skilled as they age, benefiting both their individual growth and their contributions to their colonies.
Size. The Ari are a diminutive race, typically standing at a height of 4 to 4.5 feet. Their agile and quick nature, combined with remarkable strength relative to their size, makes them formidable adventurers and industrious workers within their nests.
Speed. Your base walking speed is 30 feet.
Adaptive Proficiency. Ari have a remarkable ability to adapt and specialize in certain skills. At 1st level, choose two skills from the following list: Athletics, Nature, Perception, Stealth, Survival, or Medicine. You gain proficiency in the chosen skills. Additionally, whenever you gain a level that grants an Ability Score Improvement, you may choose one skill from the list to gain expertise in, doubling your proficiency bonus for ability checks related to that skill.
Coordinated Effort. As a team-oriented and cooperative race, the Ari excel at working together to overcome challenges. When an Ari creature is within 10 feet of an ally and both are engaged in combat against the same target, they gain a +1 bonus to their attack rolls against that target. This bonus increases to +2 at higher levels (e.g., 5th level, 11th level, and 17th level) to represent the growing synergy and trust between Ari companions.
Blazing Resilience (Fire Ari). The Fire Ari possess an innate affinity for fire, rendering them resistant to its destructive effects. You have resistance to fire damage, granting you the ability to withstand flames that would otherwise harm others.
Nimble Forager (Black Ari). The Black Ari's life amidst challenging terrains has honed their ability to traverse difficult landscapes with ease. You can move through non-magical difficult terrain without spending extra movement, as your tiny legs nimbly navigate obstacles that would hinder others.
Languages. You can speak, read and write Common, dwarven and Sylvan.
Fey
Lusan
Deep in the enchanting depths of the ancient forests, where sunlight filters through the towering trees, a realm of wonder and mystery unfolds. It is a realm inhabited by ethereal beings known as the Lusan, enigmatic creatures that seem to have emerged from the very heart of nature itself. Whispers and legends surround their origin, weaving tales of divine servitude and alternate planes of existence. Yet, amidst the speculations and uncertainties, I, Grezor Grusk, have glimpsed a fragment of truth that resides within the enigma of their existence. The Lusan, I have discovered, are not mere ephemeral servants of Silvanus, the god of wild nature, as some believe. They hail from the Feywild, a realm of untamed beauty and ever-shifting boundaries, where magic and nature intertwine in harmonious symphony. It is from this realm, brimming with life and secrets, that the Lusan have ventured forth, drawn by forces unknown to us mortals. In my tireless pursuit of knowledge, I have endeavored to understand the essence of the Lusan, to delve into the depths of their culture and uncover the secrets they guard so closely. Their kind-hearted nature is evident, their gentle presence radiating a profound sense of harmony with the natural world that surrounds them. Yet, their reticence
to reveal the full extent of their origins and purpose only deepens the allure of their existence. As I document their ways, observe their rituals, and study their interactions with the forest and its inhabitants, I inch closer to unraveling the enigma that veils the Lusan. With every passing day, I uncover hidden layers of their culture, their intricate relationship with the flora and fauna, and the mystical energies that course through their beings. Their ethereal songs, whispered in a language that resonates with the very essence of nature, hint at ancient wisdom and forgotten tales. Written upon these pages, my chronicles are a testament to my unwavering determination to shed light on the mysteries of the Lusan. Though their secrets may remain elusive for now, I am resolved to continue my quest, delving deeper into their history, their connection to the Feywild, and the purpose that brought them to our realm. The Lusan, with their grace and elusive nature, have become the subject of fascination and reverence, inspiring me to pursue knowledge that transcends the boundaries of mortal comprehension. In the end, it is the interplay between their enigmatic existence and my unquenchable thirst for understanding that weaves a tale of wonder and intrigue. The forest, with its chirping birds and scurrying creatures, whispers of the Lusan's presence, beckoning me to delve further into their realm. And so, with pen in hand and an insatiable curiosity burning within, I immerse myself in the study of the Lusan, determined to unveil the secrets that lie beneath their gentle exterior. May these words serve as a testament to the ongoing quest for knowledge, a testament to the Lusan and their profound connection to the wild, and a testament to the unwavering spirit of exploration that drives the inquisitive souls of scholars and seekers alike. Written by Grezor Grusk, seeker of truths and chronicler of the Lusan.
Aromatic experience
Seated upon her illustrious throne, the enigmatic Queen of Air and Darkness, the archfey of unparalleled power and intrigue, found herself succumbing to a rare sensation—an undeniable sense of boredom. Seeking diversion from her timeless existence, she ventured into the realms of her extraordinary magic, weaving spells and conjuring creations that would pique her interest. Through her mystical mastery, she forged a mirror, a portal through which she could peer into realms unseen. With this ethereal window, she gazed upon the vast expanse of the Feywild, observing its inhabitants and their endeavors. It was during one of these voyages that she caught sight of a fellow archfey, Relkath, whose powers over the natural world captivated her attention. Relkath, with his arcane abilities, summoned forth trees of exquisite beauty, each sapling destined to bear fruit imbued with the essence of life itself. Fey creatures, drawn by the tantalizing allure of these magical fruits, would consume them, spreading the seeds far and wide, even in the most unconventional of places. Intrigued by this display of creativity and vitality, the Queen devised a plan to interweave her own magic with Relkath's creation. Crafting a malevolent parasite, she cursed the very essence of the seeds, a wicked enchantment that would transform their growth into something mysterious and intriguing. In due time, the seeds found purchase in diverse locales, sprouting into wondrous plants, each harboring a concealed secret within its delicate pod. These pods sheltered the birth of infant humanoid sprouts, their potential hidden deep within. As these sprouts matured and approached the age of ten, an enchanting metamorphosis commenced. A protective cocoon enveloped their nascent forms, an enigma shrouded in secrecy. Inside this cocoon, a profound transformation occurred, veiled from the eyes of all but the mystic forces that governed their existence. Emerging from their chrysalis, these beings, now in their teenage state, christened themselves the Lusan, honoring the tree that granted them life. In time, the Lusan established their own society, forging a harmonious bond with the wildlife and the plant life that thrived upon their very bodies. They found solace within the embrace of towering tree trunks or sought refuge in the shelter of colossal mushrooms. The Lusan, through their connection to the flora, repelled harmful pests, while attracting beneficial insects through the allure of their natural scent. Sustenance came to them in diverse ways—rooting into the earth to draw nutrients or partaking of the fruits and droppings bestowed by their arboreal companions. The Lusan thrived in this symbiotic relationship, basking in the wonder of their existence, their lives intertwined with the vibrant tapestry of the natural world. However, as the years passed, a somber truth revealed itself—a reality that bore a heavy burden upon the hearts of Relkath and \columnbreak
Oberon, the Green Lord. The Lusan's existence, despite its beauty, proved unsustainable. Their presence in a given location inevitably led to its desolation—a barren wasteland devoid of life, bereft of water, and stripped of flourishing flora. Numerous attempts were made by Relkath and Oberon to reverse this dire consequence, to restore balance to the delicate tapestry of nature. Yet, in the face of futility, they reluctantly arrived at a decision born of sorrow. With heavy hearts, they banished the Lusan from their cherished home in the Feywild, severing their ties to the realm that had nurtured their existence. As a final act of painful resolution, they set ablaze the very Tree that had birthed the Lusan.
Budding anew
Stepping foot into the mortal realm, the Lusan experienced a myriad of emotions, each member of the ancient race reacting in their own unique way. Some regarded their new surroundings with indifference, adapting swiftly to their altered existence. Others, overcome with a profound sense of loss, mourned the severed ties to their Feywild origins. And there were those whose hearts swelled with a fiery anger, their frustration manifesting in clashes and conflicts amongst themselves. The transition to the mortal world brought with it a stark realization—their once-potent Fey abilities had waned, diminished by the unfamiliar energies of this realm. The shock of this revelation rippled through their ranks, prompting introspection and adaptation. Amidst the tumult, certain Lusan rose to the occasion, shouldering the mantle of leadership with determination and resolve. Recognizing the need for guidance and a sense of direction, these wise individuals were anointed as elders, entrusted with the welfare and cohesion of their kind. In collaboration with a council of trusted advisors, they endeavored to forge a new path, to find a place they could call their own in this strange and unfamiliar plane. Venturing forth, some Lusan chose to explore the vast expanses of the mortal world, driven by an insatiable curiosity to unravel its mysteries. Whether in solitude or united in groups, they traversed lands unknown, seeking a haven that would accommodate their unique needs and aspirations. After weeks of arduous travel, their perseverance bore fruit as they stumbled upon a place that resonated with their collective spirit. Here, beneath the shade of towering trees and amidst a landscape teeming with life, they would establish their new home. The first order of business was the selection of a leader—a figure of wisdom and experience, revered for their insights. Bestowing the title of elder upon this esteemed individual, the Lusan formed a council to aid and advise their chosen leader. As if awakening dormant powers from their fey heritage, the appointed leader discovered within themselves the ability to summon great tree stumps and colossal mushrooms, reminiscent of their ancestral realm. With these newfound abilities, they set forth in the task of rebuilding their society, each subrace embracing their distinct roles and contributions. Through diligent effort and unwavering determination, the Lusan wove the threads of their existence into the fabric of their newfound home. They nurtured the land, tending to its needs with tender care. They formed symbiotic relationships with the wildlife, harmonizing with the natural world around them. Their society, now reborn and reshaped by the challenges they faced, flourished with a renewed sense of purpose And so, the Lusan persisted, resilient in their pursuit of a meaningful existence, forever intertwined with the mortal realm they now called their own. With each passing day, they etched their mark upon the tapestry of this new world, their culture and contributions shaping their legacy for generations to come.
Lusan Names
Lusan reproduction is a unique process intertwined with their close connection to nature. Within the society, a vast garden teeming with diverse plant life serves as the backdrop for their special birth ritual. When an infant Lusan is born, they are gently presented to the elder, who acts as a conduit between the newborn and the forces of Nature itself. Through this sacred connection, the elder communicates with the essence of the natural world, discerning the name that shall be bestowed upon the child. While ordinary Lusan possess a limited ability to commune with nature, their communication is confined to special moments of consecration.
Male Names: Pine, Moss, Alder, Basil, Mazus, Rosavelt, Jarred. Sage, Aster, Ash, Fox.
Female Names: Cosmo, Lily, Zinna, Azalea, Panzalea, Chloe, Chesie, Elowen, Rue, Briar, Hyacinth, Kale.
Lusan Traits
Ability Score Increase. Your Wisdom score increases by 2.
Age. In the past the Lusans aged very slowly, they were able to reach the age of 10.00 years old. However, after their banishment, their lifespan decreased a lot. Now only being to reach the same age as the elves, who are able to reach the age of 650 to 750 years old.
Speed. Your base walking speed is 30 feet.
Size. The Lusans are the same size as the regular human. But sometimes, they can be a foot taller or shorter.
Connection with Nature. The Lusans have a particular kind of connection with nature, they can feel or communicate to plants, trees etc to an extent. However, they need to concetrate - if they take any type of damage they will lose focus.
Natural scent. A Lusan can use its natural scent, to attract beneficial insects to Themselves, and ask them for help with simple tasks. Or they can use it to repel pests. The target needs to roll a DC 13 Con saving throw or move back 10 feet.
Language. You can speak, read, and write Common, Sylvan.
Hananingen Lusan
The Hanangen Lusan, envisioned in the likeness of a resplendent rose, bear the mark of a curse that has left a lasting impact on their physical appearance. The once vibrant hues of white and red have given way to a darker palette, their petals now adorned with somber shades. However, the curse's malevolence did not stop at altering their aesthetic; it also bestowed upon these exquisite beings a newfound deadly potential. Embedded within their thorny vines lies a potent poison, a lethal defense mechanism that can be deployed at will. Remarkably, they possess the ability to retract and withdraw their thorns, concealing their perilous nature when necessary. Intriguingly, the Hanangen Lusan have harnessed their unique attributes to foster the growth and pollination of their newborn flowers. With a heightened natural scent, surpassing that of other Lusan races, they entice bees and hummingbirds, serving as alluring guides for the delicate process of pollination. Additionally, their sensory vines possess a remarkable sensitivity to vibrations, allowing them to act as keen sensors, detecting potential threats in their surroundings. Swift and precise, they unleash their thorns upon enemies and predators, safeguarding their kin with deadly accuracy. In their benevolent nature, some Hanangen Lusan willingly undertake the role of a nanny in the absence of sprout parents. Their inherent affinity for nurturing and care makes
them well-suited for this noble task. Furthermore, those who have ventured beyond the confines of the forest, seeking new horizons, often find themselves drawn to occupations such as gardening, establishing daycares, or even founding orphanages. Their innate ability to connect with and understand children proves to be a remarkable asset in these endeavors, ensuring a harmonious and nurturing environment for young ones in need.
Ability Score Increase. Your Intelligence score increases by 1
Poisonous Slam You can slam your vines into your enemy, on a hit the target takes 1d6 damage. You’re your Poisonous thorns, are retract the enemy must roll a DC 13 con saving throw or deal 1d4 poison damage.
Aromatic Healing You can choose one of these two skills to be proficient with Nature or Medicine.
Infestation You can summon a small group of small animal creatures that will do 1d4 damage. All together they will have 15 hp, and will get their own turn. If not killed they will last till the end of the battle. This feature can be used once a short rest.
Alignment. Because they are willing to take care of the new Lusan flowers, in the garden. And maybe take on a side job as caretaker/nanny and protect them with their lives. We can clearly say they are lawful/good.
Matango Lusan
Known as the Matango Lusan, these mushroom folk find solace in cool and damp environments, adapting to a wide range of climates except for the sweltering heat which causes them to wither and lose their vitality. Embracing a pacifist way of life, the Matango prioritize harmony and peace, resulting in smooth and unblemished skin devoid of battle scars or magical imprints. Often overlooked due to their resemblance to native mushrooms, the petite stature of the Matango can be deceiving, as they root themselves into the ground, appearing smaller than they actually are. Their mushroom caps exhibit a remarkable variety of colors, blending seamlessly with their local surroundings. Complementing their caps, the Matango possess leg warmers that mimic the coloration of their mushroom tops, while their elongated limbs provide them with enhanced reach and surprising balance. During their transition into adulthood, a Matango may shed their mushroom-like head in favor of one more suited to their current habitat. Although this process is painful, most Matango return to their birthplace to undergo this transformative journey. Their skin glistens with a subtle shimmer, a result of the natural dust they produce, lending them a radiant allure. Alongside their talents as dancers and chefs, the Matango's slightly more muscular limbs imbue them with grace and strength. Those who lead more active lifestyles often emanate a captivating luminescence in the moonlight, attracting the enchanting presence of fireflies, painting a breathtaking tableau.
Ability Score Increase. Your Charisma score increases by 1.
A Mushy Performance. You have proficiency in Performance.
A Schroomy Dinner. You have proficiency with cooking utilities and when you prepare something, you can roll 1d4 to let it have a specific ability, and this only will last to the end of the next combat. This feature can be used once a long rest.
- Gain 1d4 additional hp.
- You will do +2 more damage.
- You will gain +1 AC.
- Your speed increases by 5.
Alignment. Being a lively bunch, who would do nothing then cook, dance and sing all day. They hate fighting and think it's not necessary because being friends with each other is more meaning full. Lawful/good
Mandragora Lusan
The Mandragora, a distinct species renowned for their adeptness as scouts, possess a remarkable ability to seamlessly blend into the forests they inhabit. With a natural affinity for camouflage, they effortlessly adapt their appearances to match the specific characteristics of their surroundings, often rendering themselves virtually invisible to passersby. These sage-like beings, seemingly motionless and tree-like, evoke uncertainty as to whether they are living creatures or mere extensions of the surrounding flora. Despite being of medium size, the Mandragora effortlessly assimilate into the forest, welcoming various creatures as companions, some even finding refuge in their lush hair. They cultivate amicable relationships with the local wildlife, who assist them in gathering saplings and tree droppings, which they meticulously stash away in hidden compartments cleverly crafted from bark or leaves. Due to their timid nature, many find the Mandragora endearing and adorable once they finally notice their presence. Those who choose to venture beyond their groups often prefer a solitary existence as hermits, as their social skills are not their strongest suit. However, for those who opt to integrate into other races, they faithfully uphold their roles as scouts, e
Ability Score Increase. Your Dexterity score increases by 1.
Silent Nature. You have proficiency in Stealth.
Camouflage. You will have advantage with stealth in forest areas.
Barken Bag. You can create a single-use barken backpack. When this backpack is destroyed you can make a new one.
Alignment. Being a shy beings who keep hidden from other races. B
Alraune Lusan
Alraune Lusan exude an air of confidence as they gracefully traverse their surroundings, commanding attention with their regal presence. They possess a natural armor that shields vital areas of their body, providing both resilience and flexibility, and their leaves are adorned with barbs that can be activated at will, inflicting discomfort upon those who cross their path. The length of their hair symbolizes wisdom and prowess in combat, with the presence of rare flowers earning them heightened respect among their peers. Diligently tending to their appearance, Alraune invest considerable time in maintaining the health and cleanliness of their leaves, resulting in a mesmerizing soft sheen. Their concealed vines enable them to ensnare enemies, while their poison ivy leaves serve as a defense against bare-handed attacks. In addition to their roles as warriors and guardians, Alraune take great pleasure in nurturing young Lusan sprouts, imparting knowledge ranging from weapon handling to basic mathematics. Should they venture beyond their groups, they are inclined to join the military or pursue careers as educators, and some may even establish their own schools to fill educational gaps in towns, villages, or even within city districts.
Ability Score Increase. Your Strength score increases by 1
Wrapping Vines You can use your vines to wrap them around the enemy. on a hit the enemy takes 1d6 damage, the enemy must roll a 13 DC strength saving throw. On a fail, the enemy is grappled with it needs to roll a DC 10 Strength saving escape. Poison Ivy When using a Unarmed Strike on the Alraune Lusan. They need to roll a DC 10 Con saving throw
Poison Ivy When using a Unarmed Strike on the Alraune Lusan. They need to roll a DC 10 Con saving throw otherwise you will get disadvantage on your next attack.
Alignment. Being a smart proud but kind-heartened creatures you won’t let anybody hurt your family or friends Lawful/Neutral.
Florian
Mythical
creature
Hāpī
The winds raged atop the shadow-rock mountains, their howls reminiscent of dragons descending into the cavernous depths. Unbeknownst to the locals, a mysterious menace lurked within the mountain's caves, striking nearby villages with the mercilessness of an orc horde. Desperate, the townsfolk beseeched the guild of heroes for aid, pleading for adventurers to venture into the treacherous heights and unveil the nocturnal assailant that moved with unimaginable swiftness. Few races could withstand the harsh altitudes, save for dwarves, Goliaths, and the avian beings known as the Hapi. Serendipitously, a brave band of Hapi adventurers emerged, soaring into the skies like celestial comets, determined to assist. Ascending to nearly eighteen thousand feet, they discovered the elusive attackers hidden within a mountain cave. To their astonishment, the assailants were none other than abandoned Hapi children, left to perish and forced to fend for themselves. The compassionate adventurers extended their wings of protection, welcoming the young Hapi into a newfound home within a community of their kind. Yet, even amidst the embrace of unity, the lingering echoes of past cruelties endured by the Hapi still reverberated, as some individuals continued to face hardships in their quest for peace and solace.
For Science
Long ago, a group of scientists tirelessly sought a remedy for Sight Rot, an affliction that plagued many. Their experiments led them to explore various animal species, with a particular focus on birds renowned for their remarkable vision. Unbeknownst to them, their efforts yielded an unintended consequence—an entirely new race. Afflicted by the same illness, these creatures underwent transformative mutations when a scientist mistakenly administered the wrong antitoxin during a crucial test. Their bodies morphed, granting them humanoid forms with distinct animal features. The birds, in particular, possessed human torsos, yet retained their winged arms and avian legs, while some developed additional feathers adorning various body parts. Overwhelmed by resentment and vengeance for the torment they endured, these humanoid animals broke free from their enclosures, unleashing a violent rampage that claimed the lives of the very scientists who had subjected them to years of suffering. Driven by a newfound freedom, each of these creatures embarked on their own path, searching for a place to call home. The avian beings, now known as the Hāpī, sought to find their rightful place in the world. Some migrated to different settlements, establishing harmonious relations with other races, particularly the Aarakocra, who shared their understanding of the challenges posed by their unconventional appearance and customs.
A very peckish attitude
The Hāpīs are driven by their emotions above all else, often prone to swift bouts of anger or distress. They openly display their feelings, and once someone earns the friendship of a Hapi, they have a loyal companion willing to sacrifice everything for them. Similar to their avian counterparts, particularly the crow subrace, Hapi can be swayed by shiny objects as a means of gaining favors or friendship, although this approach is not as readily effective. The most genuine way to befriend a Hapi is by demonstrating trustworthiness and a genuine appreciation for their companionship.
Hāpī Names
Upon the birth of a Hāpī, the hatchling is bestowed with the name of the most recently departed elder, a gesture intended to honor their memory and the lineage they represent. Should the elder's name already be in use, the Hāpī must select an alternative, ensuring that no living member within the group bears the same name. However, the Hāpī endeavor to imbue their young with names inspired by legendary heroes and courageous warriors found within books and folklore, seeking to instill a sense of valor and admiration in the next generation.
Male Names: Fechine, Kioko , kiyoshi, Masaru, Tamotsu, Akira
Female Names: Katsumi, Koko, Michiko, Faigel, Hotaru, Ren
Hāpī Racial Traits.
The Harpy character retains animalistic abilities from their pre-transformation ancestors, including heightened senses, agile movements, flight, and avian vocalizations, which shape their unique nature in the world.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Hāpī's reaches adulthood at their 14th birthday, Their lifespan is around 65 years old. They can become a little older, but they most of the time die around 60 years.
Size. The Hāpīs Males are around 5 feet tall the females most of the time reach 4.5 feet. They have thin, lightweight bodies the male's weight between 80 and 100 pounds and the females between 65 and 72 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.
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.
Language. You can speak, read, and write Common and Auran.
Land Animal Hāpī
The Land Animal Hāpīs, known for their reclusive nature and deep mistrust towards outsiders, including their own kin, prioritize the protection of their way of life; their aggressive and predator-like behavior, reminiscent of a pack of hunting wolves, is balanced by a sharp intellect that aids them in survival and navigating complex social dynamics. They possess a rich cultural tapestry, with some Hāpīs dedicating themselves to the ancient arts of druidism, forging a deep connection with nature, while others excel in the art of hand-to-hand combat, honing their skills and wielding specialized weapons crafted by their skilled artisans. Additionally, the witch doctors of the Land Animal Hāpīs play a vital role in their community, dedicating themselves to the study and discovery of cures for various afflictions and diseases that may befall their kind, symbolizing their unwavering commitment to the well-being and prosperity of their people. Through semi-large hunting parties, they demonstrate resourcefulness and adaptability, utilizing their keen senses and natural prowess to track and capture their prey, securing both sustenance and essential materials for crafting their weapons and clothing. At the heart of their spiritual beliefs lies Aernasis, the sky-mother, whom they hold in the highest regard. While different races perceive her in their own unique ways, the Land Animal Hāpīs envision her as a larger-scale version of themselves, symbolizing her divine protection and guidance. They revere Aernasis as a deity, worshiping her for her role as their
celestial guardian and provider of divine wisdom, and seek solace and guidance in her celestial presence as they navigate the intricacies of their existence in a world filled with uncertainty and challenges, forever bound by their ancestral connection to the sky-mother.
Ability Score Increase. Your Strenght and Constitution scores increases by 1.
Lay of the Land. You can choose one skill to be proficient in.
Flightless bird. TThe Land Animal Hāpīs can't use the Mountain Born and the flight racial features because they do not have wings.
Chase. Because the Land Animal Hāpīs can't fly and have been running so much, there legs have built up the strength to run at great speeds. You may dash as a bonus action.
Speed. Your walking speed is 40 feet.
Unencumbered. . When encumbered, your speed is 25.
Cookers Resilience. Enemies have disadvantage on opportunity attacks.
Alignment. While they may be grounded Land Hāpī are still try to be as neutral as they can as they are normally quite reserved and would rather keep to them selves rather than take action for any side whether it is good or evil.
Poultry Hāpī
The Poultry Hāpīs, despite their inability to fly due to their small wings, compensate with their remarkable speed, making them agile creatures. They are known for their small and endearing appearance, embodying a diligent work ethic that makes them excellent farmhands, assisting farmers in their tasks. Although they can initially be shy around unfamiliar beings, they hold a deep trust and camaraderie among their own kind. Relations with other Hāpī races are generally positive, varying in degrees of closeness. Interactions with other races can be more challenging, as they tend to be easily frightened and prone to fleeing. However, once they establish trust, they reveal their friendly nature and become delightful conversationalists. When faced with imminent danger, they instinctively seek refuge in the safest available area. Many Poultry Hāpīs find employment as farm assistants, relishing the opportunity to contribute by assisting with various farm chores and tending to animals. They also take pleasure in grocery shopping, as it boosts their self-esteem. When confronted with damaged items, they exhibit exceptional repair skills, effortlessly fixing everything from carts to metalwork to clockwork. The Poultry Hāpīs possess a range of practical talents and attributes that make them invaluable members of their community.
Ability Score Increase. Your Dexterity and Wisdom scores increases by 1.
Farm-Wing. You have proficiency in Animal Handling.
Short-Winged. Due to your small wings your unable to fly like other Hapi races. Your walking speed increases to 35 instead.
At level 2. You can choose one of these two abilities.
- pompoms and cheer. Poultry Hāpī's can use its small wings as Pompom's and cheer her team mates on. Every party member in 10 feet radius will get advantage on their next attack or saving throw. Can use twice before needing to take a long rest.
- Aureal hatching. Poultry Hāpī's will often lay magical eggs, a person can crack the egg open and they will give that person a temporary boost for one day. You can use this as an action this action can be used once a long rest. (the effects bellow)
- +5 temporary Hit points.
- +1 to your damage.
- +5 to your speed.
- +1 to Constitution saving throw.
Alignment. The Poultry Hāpīs are a lawful bunch of creatures trying to help their employer how they can. They would help others a little hesitant but they will do it with a good intent.
Eagle Hāpī
The eagle Hāpīs display a remarkable level of selfishness among all the Hāpī races, known as the solitary hunters of the sky, relying solely on themselves for everything. Collaboration with others is only considered when faced with an overwhelming threat they cannot conquer alone, and even in such cases, they claim the glory for their own. Indifferent to one's identity or social status, the eagle Hāpīs perceive themselves as the most significant individuals, placing themselves at the apex of the food chain. Additionally, they possess an immense pride and discerning nature, selecting mates based on perceived strength. While they may assist strangers, it comes at a higher price, as the eagle Hāpīs often take on mercenary roles to accumulate extra wealth for acquiring the rewards they believe they deserve. During the reproduction phase, they seek a mate, but once the offspring is born, it is left with the partner, with occasional visits from the parent occurring only once every three months.
Ability Score Increase. Your Strength and Charisma scores increases by 1.
Death glare. You have proficiency in Intimidation.
Eagle Strike. Your eagle talons are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Alignment. While Eagle Hāpī are rarely even seen when they are they are normally quite prideful and try to do everything by themselves. They have also been described as being very selfish in some respects ;however, they are normally quite neutral in nature and don't like having to pick sides as they normally hold themselves as the most important and do not generally care about the affairs of others unless it affects them in a negative way."
Crow Hāpī
The Crow Hāpīs are often unjustly accused of causing calamities wherever they go, but in reality, they possess a unique ability to sense impending disasters and diligently endeavor to forewarn as many individuals as possible. Unfortunately, their efforts are met with widespread hatred, leading them to seek refuge in seclusion, as they are violently chased away while attempting to communicate their warnings. Despite their kind nature, the Crow Hāpīs' manner of speaking can come across as dubious, fueling the misconception that they consider themselves superior to others, when in truth, they are simply timid beings seeking to make a positive impression but are misunderstood by most. Only fellow Hapi and Aarakocra comprehend their insecurities about appearing unfavorable in front of others and their genuine intent to present themselves in a favorable light. To overcome these challenges, the Crow Hāpīs have established their own network to gather information about impending disasters and convey warnings, often resorting to leaving discreet notes on doorsteps due to the hostility they face from other races. The attire they don reflects their personal taste and preferences.
Ability Score Increase. Your intelligence score increases by 2.
Hidden in the shadow. You have proficiency in Stealth.
Darkvision. Because of the high number of rods in their retina the Crow Hāpī have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Alignment. Being as mysterious as they are Crow Hāpī want to assist others in a lawful manner when disaster strikes. However they do this from the shadow's as people do not like them, but even with the hatred they receive. They still want to help others from the shadows.
Garuda Hāpī
The Garuda Hāpīs, a tribe known for their pride, exceptional flying abilities, and fearless combat skills, indulge in daring aerial challenges and seek the thrill of performing seemingly impossible feats while perched on silk-cotton trees under the warm sun. Their proficiency in a unique martial art of aerial maneuvers ensures that failure is a rarity and that they maintain their impressive skills. Though they possess an inherent pride that makes them reluctant to seek companionship, Garudas willingly extend their assistance to anyone who finds themselves in their valley, their admiration for tales of heroic acts and a strong sense of duty acting as catalysts. Occasionally, they can be convinced to leave their homeland and serve as loyal guards, swift shock troops, or audacious raiders. Within their cities, ruled by kings rumored to possess magical abilities, Garudas indulge in snake-meat delicacies, which they complement with plentiful amounts of Nectar crafted by mixing various plant extracts. Their knowledge of flowers that produce sweet and intoxicating nectars, satisfying their high-sugar metabolism, is complemented by their expertise in cultivating healing nectars, leading to the speculation that they are masters of mending magic. Embracing vibrant shades of orange and red, Garudas are renowned among their Hāpī counterparts as fashion connoisseurs, as they believe that even in defeat, one must strive to look their best, for as an age-old Garuda saying declares, "You win if you win, but if you lose, you better look good!"
Ability Score Increase. Your Charisma and Constitution scores increases by 1.
Audacious Advancement. When you are rolling initiative, you can add +2 to your role.
Fashion sense. You can make any old ragged clothing into something beautiful and easy to wear. Creatures need to roll a DC 13 deception check on a fail; they would think you are a noble.
Alignment. Fiercely devoted to fighting injustice, Garudas tend to go the lawful way of the heroes of old. Even when their pride blinds them, they don't stoop to underhand tactics, preferring to go under as guardians of law and goodness.
Owl Hāpī
The Owl Hāpīs, predominantly pacifistic in nature with a few adventurous outliers, devote their time to working as diligent couriers at the post office, delivering packages to their intended recipients. Meanwhile, some female Owls remain at home, tending to their eggs or owlets. During their leisure hours, they take graceful flights through the night sky, although some can be spotted during the day as well. These avian beings maintain distinct hunting territories, known as roosts, and possess remarkable adaptations that ensure their effectiveness as predators. Their keen eyesight enables them to locate prey even in low-light conditions, while their directional hearing aids in pinpointing hidden quarry. Some species have mastered the art of hunting in complete darkness, relying solely on sound to guide them to a successful kill. The wings of an Owl are equipped with specialized feathers that silence their flight, concealing the sound of air rushing over the wing surface. This enables them to hunt with stealth, catching their unsuspecting victims off guard, while also allowing them to listen for prey movements while in flight. mice, shrews, and voles.
As Birds of Prey, Owl Hāpīs rely on hunting and consuming other animals to sustain themselves. Their diet encompasses a variety of creatures, including invertebrates like insects, spiders, earthworms, snails, and crabs, as well as fish, reptiles, amphibians, birds, and small mammals. The specific food preferences of an Owl largely depend on its species. For instance, Scops and Screech Owls primarily feed on insects, while Barn Owls favor Larger Owl Hāpīs, such as the Eagle Owl, can prey upon hares, young foxes, and birds as large as ducks and game birds. Certain species, such as the Asian Fish Owls (Ketupa) and African Fishing Owls (Scotopelia), have specialized in fishing. However, most Owl species demonstrate opportunistic feeding behavior, adapting to the prey available in their respective habitats.
Ability Score Increase. Your Wisdom score increases by 1.
Special sight. You have proficiency in insight.
Darkvision. Because of the high number of rods in their retina the Owl Hāpī have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Ramia
In the aftermath of the heated debate, the Ramia dispersed, each subrace venturing down their chosen path with a sense of renewed purpose and individuality. The subrace that advocated for peaceful coexistence with humans established diplomatic relations, working towards building bridges of understanding and collaboration. Another subrace, driven by a desire for complete freedom, retreated to remote and secluded lands, embracing a nomadic lifestyle and forging a deep connection with the untamed wilderness. Meanwhile, the faction favoring domination over lower races formed a hierarchical society, seeking to assert their dominance and control through strategic alliances and displays of strength. Amidst these divergent paths, there emerged two additional subraces that opted for different approaches. One subrace focused on preserving ancient traditions and knowledge, dedicating themselves to the pursuit of wisdom and the preservation of their cultural heritage.
The other subrace, recognizing the value of unity, formed a coalition, bringing together representatives from each subrace to address common challenges and work towards mutual goals. Despite their divergent paths, the memory of their shared table and the bonds formed during their struggle for freedom remained, serving as a testament to the enduring strength of their collective identity and the potential for cooperation in the face of adversity.
Lizard Society
The Ramia, a notoriously elusive and prideful race, have dispersed throughout the world, adapting to diverse habitats such as murky swamps and arid deserts. While cooperation does not come naturally to them, many Ramia resort to force or manipulation to obtain their desires and often maneuver themselves into positions of power. Some seek to enhance their abilities for personal gain, while others employ their skills solely for self-defense, distancing themselves from their turbulent past. While a minority of Ramia are benign and prefer to focus on their own pursuits, the majority indulge in unrestrained hedonism. Although the faction with malevolent intentions is small in number, their profound wickedness drives them on a twisted quest for vengeance. Despite these differences, the Ramia possess a deep-rooted sense of community and solidarity within their own kind, uniting in the face of external threats and forming alliances to protect their shared interests and ensure their continued existence.
Ramia Names
Ramias lay eggs that require a little over two months to hatch, during which time the parents carefully choose names for their offspring, starting with the letter S. The number of eggs laid by a Ramia can be determined by rolling a 1d10+3, and the mother will consume the 50% weakest eggs for sustenance.
Male Names: Sylirei, Symare, Saphalaeno, Sabris, Seredel, synlor, seleo
Female Names: Sherinda, Siremora, Sereva, Sherinda, Sheira, Sidahrodia, Selumeni
Ramia Racial Traits.
Ability Score Increase. Your Charisma score increases by 1.
Age. Ramias can become 300 years old, but that is a very rare sight. Most of the times would reach 150 years old.
Speed. Walking speed of 30 feet and it has Double swimming speed
Size. The height of the Ramia really depends on the gender. The males can become up to 6 feet their weight 140 up to 183. Pounds as for the females can become 5 feet with their weight 100 up to 127 pounds. They will have an additional 5 feet of space directly behind you at all times, unless you take the time to curl yourself up, in which case, you take up a medium-sized space as normal. Your size is large.
. You have proficiency in the Perception skill.
Speed Strike. Due to their incredible speeds, Ramias are able to strike with extremely fast precision. As a bonus action, you can choose to take the Bite attack on an enemy within range on a hit the target takes 1d4+ your strength modifier piercing damage.
Language. You can speak, read, and write Common, Abyssal, and Draconic
Melusine Ramia
Melusine Ramias are enchanting freshwater creatures, drawn irresistibly to the serene embrace of rivers, ponds, streams, and creeks. Their deep connection to water grants them the ability to summon ethereal water wings, which they utilize for both captivating displays and self-defense. While their hearts are generally pure, the Melusine society can be tumultuous due to their easily provoked temperaments and diverse individual opinions that often clash. To avoid prolonged standoffs or large-scale conflicts, they prefer hunting either alone or in small packs of three. Despite their outward vivacity, Melusine Ramias are remarkably private and shy, guarding their bathing rituals with utmost secrecy and becoming consumed by furious rage if anyone, even their partner, intrudes upon this intimate act. Their anger manifests in the hurling of nearby objects or employing their tails as formidable weapons. Additionally, they require an odd number of participants to prevent incessant bickering and intense political debates that yield no productive outcomes. Once Melusine Ramias find their ideal sanctuary, they construct grand fountains that they consider sacred shrines, dedicating themselves to the protection of these watery sanctuaries where their ancestral goddess Slalom is believed to reside. Beyond the gaze of the Melusines lies a world filled with wonder and mystery.
Other races heard tales that state that the Melusine society keeps a secret shrine within their reach, which holds many marvels and ancient knowledge. Most of the time they will find a stream or a river near cities. They work on pure water related services such as running a bathhouse or well maintenance. Some even would work as fishermen because they have high knowledge of river creatures.
Ability Score Increase. Your Constitution ability score increases by 2.
Dilution. You gain resistance to Poison.
Aqua shaper. You gain the ability to cast the Shape Water cantrip. You may use this to produce Winged Shield.
Winged Shield. As an action, you can generate wings out of water that you can use to protect yourself. You gain +2 to your AC. The protective effects last for 3 rounds, the decorative effects last until the Shape Water subsides.
Alignment.
Medusa Ramia
The desert is an intimate realm for the Medusa Ramias, who find solace amidst ancient ruins, forsaken caverns, and abandoned corners. Their dominant nature thrives on the suffering of others, prompting them to attack any unsuspecting sentient beings that intrude upon their domain, driven by the belief that they can absorb their victims' knowledge. Masters of sand manipulation, they conjure blinding sandstorms to ensnare their prey and possess magical abilities to assume alluring forms from different races, enticing unsuspecting individuals into their perilous lairs. As a last recourse, they possess the power to petrify creatures with a mere gaze, yet retain the ability to choose whether to inflict this fate upon someone. Other races wisely maintain their distance from these treacherous beings, witnessing their sadistic pleasure in tormenting captive souls, transforming them into slaves. Once their interest wanes, they effortlessly convert their captives into stone, transforming them into morbid decorations, furniture, or sustenance. The Medusa Ramias callously exploit their enslaved workforce, indifferent to their mental and physical well-being, for they view them as replaceable commodities.
Ability Score Increase. Your Charisma and Wisdom ability score increase by 1.
Stone's Glance. Must make eye contact with target within 30ft. Target must make a DC 14 Con save or be turned to stone for 1d6 hours. Usable once per long rest.
Burrowing speed. Burrowing speed of 15ft.
Alignment.
Jormungand Ramia
Fear, power, and destruction converge in the formidable presence of the Jormungand Ramias. Born from the largest of serpents discovered by scientists, these colossal beings sought a home befitting their size and insatiable thirst for dominion. Their chosen path was one of conquest, transforming villages into personal empires where the weak were enslaved and the strong conscripted into their formidable armies. Some would even take a worthy mate, bearing offspring to perpetuate their lineage. Unquestionably, the rule of many kingdoms, especially the smaller realms, falls beneath the shadow of the Jormungand. How did they earn their name? Simply put, they derive their racial appellation from the legendary serpent feared even by gods—a deity they venerate. Oblivious to the authority of others, the Jormungand Ramias harbor no fear, laying waste to all who dare cross their path. With their colossal tails and crushing strength, they annihilate their foes, shattering bones with bare hands. Encounters with "good" Jormungand Ramias are a rarity, as most align with the chaotic spectrum, embodying either evil or neutrality, following their own whims without restraint. Adventurers beware, should you ever cross paths with these Ramias, beseech your deities for survival and be cautious not to provoke their wrath with word or deed.
Ability Score Increase. Your Strength ability score increases by 2.
Coil. Wrap a Large or smaller creature in a tight coil around their body. The creature must make a Strength (Athletics) check vs your Strength (Athletics) check each turn. If the target fails two turns in a row the target begins to suffocate and can no longer attempt to free itself. After two turns while suffocating the target is knocked unconscious, and two turn after that the target is killed. On a successful check the target is free from the coil of the user. The user can still attack as usual, gaining advantage on the coiled target with melee attacks. Every attack made on the user while coil is active forces the user to make a DC 15 Str save or release the target. This ability can be used up to 1+ your Str modifier. All expended uses are refreshed on a Long Rest.
Powerful Build. When carrying, lifting, pushing or pulling and object or creature, you are considered one size larger.
Alignment.
Sea Serpent Ramia
With enchanting voices that can hypnotize sailors, merchants, and even audacious adventurers, the Sea Serpent Ramias have embraced a life of piracy upon the vast expanse of the ocean. Their intentions toward their captives vary, alternating between devouring them mercilessly or sparing them, occasionally displaying unexpected generosity by marooning them on deserted islands, albeit stripped of their possessions and vessels. Some Ramias scuttle roaming ships, salvaging parts to construct their abodes or establish bases of operation. When it comes to selecting a mate, appearances hold no sway; the Sea Serpent Ramias prioritize swift and powerful swimming abilities in potential partners, ensuring their offspring can navigate treacherous currents and outswim even the mightiest great white sharks. As for their relationships with other Ramias, they prefer to maintain a distance, fiercely devoted to their distinct way of life and brooking no criticism, often resulting in spilled blood when challenged. Their fearsome reputation precedes them, and the tales of their audacious exploits spread far and wide, instilling both dread and fascination in the hearts of sailors who dare to venture into their domain.
Ability Score Increase. Your Dexterity ability score increases by 2.
Speed. Your walking speed is 25ft.
Swimming Speed. Your swimming speed is 30ft.
Water Breathing. You gain the ability to breathe underwater but cannot communicate verbally while doing so.
Beckoning Finger. Choose a target within 30ft. The target must make a DC 12 Wis Save or be charmed for 1 minute by the user. You have 3 charges, that are reset after a long rest. You recover 1 charge per short rest.
Alignment.
Echidna Ramia
While some of their kin have pursued power and influence, the Echidna Ramias have devoted themselves to their beloved craft of creating exquisite weapons and gear. Each of them strives to produce the utmost quality in their creations, sometimes even engaging in friendly competition to showcase their exceptional craftsmanship. Preferring the bustling capitals over quieter towns and cities, they seek a larger customer base for their masterpieces. Though typically bold, they can swiftly become irritated, even angered, when their forging skills or work are subjected to criticism. However, they are mostly acclaimed for their exceptional equipment, which fuels their passion and drives them to continue honing their respective crafts. Occasionally, they venture into the wild or deep into mines to gather a diverse array of ores and materials. It is their custom to require customers to procure their own materials or pay an additional fee when requesting a commission. When engaged in hunting, they wield their own skillfully crafted weapons, displaying their proficiency with them. While their prey typically consists of boars or even bears, they can summon sharp spikes to defend against surprise attacks from behind. The Echidna Ramias maintain a generally positive relationship with other Ramias, viewing them as potential customers. As for their interactions with other races, they maintain a neutral stance, primarily seeing them as potential patrons for their craft.
Ability Score Increase. Your Intelligence ability score increases by 2.
Crafter. You gain proficiency in Smith's Tools.
Weapon Master. You have proficiency with the longsword, shortsword, Spear, Battle axe.
Metallurgy. Whenever you make an Intelligence (History) check related to the value and history of jewelry and metal tools, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Alignment.
(Color) Dragon Ramia
Residing in the lofty mountain peaks, the Dragon Ramias coexist in serene harmony, fostering their own society and extending a gracious welcome to those who honor their customs. Though mistakenly perceived as aloof, their true intent is one of kindness and amiability, hindered only by occasional struggles in expressing themselves clearly. Despite their earnest efforts to forge friendships in towns, cities, and bustling capitals, their difficulties in communication often lead to misunderstandings and their subsequent exclusion. Yet, undeterred by rejection, they gather their courage and return bearing peace offerings of meticulously crafted gems, their keen eyes fashioning these rare treasures into exquisite forms. In exchange for such coveted rarities, most settlements, even grand capitals, extend their acceptance, embracing the Dragon Ramias as a collective race. While hunting holds little appeal for these noble beings, they procure sustenance from permitted sources, only partaking in the chase on special occasions, targeting smaller or medium-sized prey like rabbits or deer, showing reverence for creatures of higher intelligence, which they deem worthy of protection. Although their Ramia kin empathize with their unique struggles, other races often fail to comprehend, resulting in their exclusion from towns and cities.
Ability Score Increase. Your Charisma and Intelligence ability score increase by 1.
Flying Speed. Your flying speed is 20ft.
Fine Jewelist. After spending 4 hours with a gem or stone, you can finely cut it into a finer gem of higher price or multiple smaller gems of high grade. You gain proficiency in Jeweler's Tools.
Ramia Influence. One per long rest you can cast the spell Calm Emotions.
Alignment.
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Dragonkin
The forest reverberated with a thunderous roar, unleashing a primal fury that kindled golden-red flames visible from far and wide. Like a volcanic eruption, gilded infernos erupted from the treetops, accompanied by the resounding clash of metal. Should one venture closer to investigate the source of this destructive and awe-inspiring symphony, they would witness a momentous clash between a party of mighty orcs and a being that resembled a human, yet possessed otherworldly traits. Sprouting from its back were grand wings reminiscent of a reptile's, while a formidable tail extended from its spine, firmly grounded. Horns of imposing stature adorned its head, revealing the presence of a Dragonkin engaged in a fierce battle against the orcs, who found themselves on the losing side. With another resounding roar, the female knight reared her head and unleashed a torrent of incendiary golden-red fire from her mouth, reducing another group of orcs to smoldering ashes. An orc, wielding a
large sword, charged at her, but she deftly parried the attack with her broadsword, dispatching him with a single, effortless strike that severed his head from his body, leaving it to thud upon the ground. Though orcs are known for their indomitable stubbornness, the rest of their party futilely attempted to overwhelm the Dragonkin, only to be swiftly dispatched with little exertion. As the battle subsided, the Dragonkin chanced upon a young woman, held captive alongside two half-orc children—an unwilling hostage and breeder for the orcs. Despite the circumstances that brought them together, the woman implored the knight to allow her and her children to escape, beseeching for their salvation. Her heart brimmed with a mother's love, transcending the circumstances of their conception. Moved by compassion, the Dragonkin offered a warm smile and aided their escape, diverging from the path some Dragonkin might have chosen, guided by a benevolent heart that sought to wield her remaining strength for the betterment of others.
A fiery creation.
Amidst the tumultuous battle between the chromatic and metallic clans, a group of Dragonkin fought valiantly, striving to uphold their identity as dragons. Yet, their struggles were disrupted by the presence of a powerful wizard residing near the war-torn forest. The incessant noise and destruction finally drove the wizard to the brink of madness. One fateful day, while the wizard was away gathering ingredients, the dragons unintentionally unleashed flames that engulfed the forest, consuming his home, belongings, and treasured spell books. Consumed by anger, the wizard cast a spell, muttering unknown words, and conjured a ball of seething light, hurling it at the dragons with vengeance. The spell stripped them of their powers, transforming them into humans, though their wings, tails, and some even their horns remained intact. Now, these Dragonkin were compelled to navigate the complexities of ordinary society alongside lesser races. Over time, they embraced the name "Dragonkin," signifying their connection to dragonkind. Accepting their altered fate, they embarked on a quest to find a place they could call their own, while others sought refuge in towns, villages, cities, and capitals, determined to forge a new existence.
A very prideful being
Dragonkin, with their diverse subspecies, each foster unique societies tailored to their preferences. While some gravitate towards majestic mountains, others find solace in the depths of caverns, and a few choose to coexist harmoniously alongside other races. Among the Dragonkin, a spectrum of values prevails, ranging from a deep-seated sense of pride to a strong commitment to aiding those in need. Interactions between various subspecies of Dragonkin generally exhibit positive dynamics, bolstered by their shared lineage. Nevertheless, their individual personalities predominantly reflect the defining traits of their specific subspecies, forging a rich tapestry of distinct characteristics woven through the Dragonkin heritage.
Dragonkin names
In keeping with the revered tradition of the Dragonborn, the Dragonkin proudly embrace their ancestral lineage by placing their clan names as a symbol of distinction. During their early years, Dragonkin often adopt childhood names or endearing nicknames within their clutch, drawing inspiration from descriptive qualities or fond memories. These names may evoke significant events or revolve around cherished habits, cementing a unique and personal identity among the Dragonkin community.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names. Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names. Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Relationships
The Dragonborn, revered as distant kin, extended their unwavering aid to the Dragonkin during their most dire times, an act that kindled a profound sense of gratitude within the Dragonkin's hearts. Their debt of gratitude towards the Dragonborn knows no bounds, forever cherishing the pivotal role they played in their history.
Dragonkin Racial Traits
Ability Score Increase. Your Strength score increase by 2.
Size. It depends what race they turned into that are medium size.
Age. The Dragonkin lives around 400 years old due to their transformation their lifespan have been halved.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 30 feet, you can’t be wearing medium or heavy armor.
Lesser Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your dragon ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Languages. You can read, speak, and write Common and Draconic
Blue Dragonkin
In the initial days following their integration into human society, a wave of panic and chaos would sweep through the Dragonkin community, leading to unfortunate loss of life due to various factors such as fear, accidents, violence, and despair. However, amidst the exhaustion and despair, a resilient leader would emerge, instilling order, restoring confidence, and guiding the survivors towards rebuilding their shattered society. The Blue Dragonkin, once harboring resentment towards other races for their past mistreatment as dragons, underwent a transformative change of heart and embraced aspects of the human lifestyle. While they wholeheartedly assist those in need, they couldn't resist indulging in occasional pranks, playfully adding a touch of mischief to their interactions. Over time, their personalities shifted towards neutrality, allowing them to coexist with other races near their lairs as long as no troubles arise. Their penchant for harmless pranks remains intact, as they dedicate themselves to amusing and surprising others with playful tricks, while also finding joy in swimming and discovering shiny treasures on the ocean floor.
Red Dragonkin
Upon their unexpected transformation into humanoid forms, adorned with wings, tails, and some with horns, the Red Dragons found themselves overwhelmed by confusion and anger. Initially, they directed their blame towards their fellow dragons, seething with resentment for their cursed state. Determined to undo the transformation and reclaim their true forms, they returned to their hoards, only to be met with swift banishment by their former kin. The Red Dragons, now known as the Red Dragonkin, were cast out, facing the harsh reality of being regarded as an inferior race themselves. Some defiantly refused to leave, resulting in brutal clashes where no mercy was shown, lives lost in an instant. Vowing revenge against their exiled brethren, the Red Dragonkin harbored a burning desire to settle the score. In their new existence, the Red Dragonkin exhibited the same self-centered nature as their dragon predecessors. Viewing others as mere playthings or disposable entities, they lacked remorse for their actions. Their interactions among themselves were primarily focused on seeking ways to revert to their original forms, displaying little concern for each other's well-being. Days were spent raiding villages and towns, with females kidnapping strong and attractive men, while males targeted gorgeous women, bringing them back to their lairs. Within the confines of their lair, a grim selection process unfolded. The least beautiful women and the least powerful men met a gruesome fate, serving as sustenance for their draconic counterparts. Their insatiable belief that consuming enough beings would reverse their transformation disregarded the race or origin of their prey. The remaining individuals deemed strong or beautiful endured relentless toil, becoming disposable
labor until their usefulness expired, ultimately meeting the same gruesome fate as their predecessors. Adding a twisted layer to their cruelty, the Red Dragonkin allowed their young to play with the remains of their victims, finding amusement in tormenting the captive races and asserting their dominance through ridicule. Their existence had spiraled into a macabre cycle of power and savagery, driven by their relentless pursuit of regaining their former glory.
dragon ancestry
Red dragonkins expelled an extremely devastating cone of fire. The Red dragonkins prefer to fight with their physical bite, but they might barbecue obviously powerful or numerous foes before bloodletting with glee. The dragonkins would also prefer not to use their breath on particularly weak enemies so as to not destroy the valuable treasure they carry.
Dragon | Weapon type | Range |
---|---|---|
Red | Fire | 15' cone (Dex save) |
Alignment. The Red dragonkin are almost all Chaotic/evil they don't give a damn who you are.
Green Dragonkin
As the Green Dragons underwent their transformation, they clung to the belief that they still possessed their mighty powers, yearning to exert their dominance over the weaker races. Initially, they reveled in subverting and manipulating the kind-hearted races, relishing in the fear they instilled and taking special pleasure in twisting their souls. However, the truth soon surfaced, and the oppressed races, fueled by anger and a thirst for revenge, rallied against the now powerless Green Dragonkin. Challenged by orcs in combat and targeted by cunning tieflings who sought to reclaim their stolen items, the Green Dragonkin faced the consequences of their actions. Their once invincible façade shattered, they found themselves at the mercy of their adversaries, unable to escape the repercussions of their past behavior. Helpless and desperate, the Green Dragonkin pleaded for mercy, their voices filled with genuine remorse and a desire for redemption. They proposed a change of ways, acknowledging their past transgressions and vowing to right their wrongs. Through trial and error, they embarked on a path of self-reflection and transformation, determined to transcend their malevolent nature and embrace a more benevolent existence. Gradually, their personalities began to evolve, allowing compassion and empathy to flourish where once only darkness dwelled. They discovered solace in their newfound purpose, driven by
the belief that their transformation was a divine punishment they must atone for. Steadfast in their resolve, the Green Dragonkin dedicated themselves to aiding the less fortunate, adopting a simple yet profound mission: stealing from the rich and giving to the poor, seeking to rectify the imbalances perpetuated by their former selves. Their actions became a symbol of redemption, inspiring hope and gratitude among the oppressed races. As time passed, their reputation shifted from one of fear and malevolence to that of benevolence and compassion. The Green Dragonkin's journey from darkness to light serves as a testament to the power of self-reflection, forgiveness, and the capacity for change within even the most formidable beings.
Ability Score Increase. Your Dexterity score increases by 1.
dragon ancestry
These dragonkin were capable of expelling a cone of poisonous chlorine gas.
Dragon | Weapon type | Range |
---|---|---|
Green | Poison | 15' cone (Con save) |
Alignment. The Green Dragonkin are Neutral/Good they’re trying to help people. But there are still those chaotic/evil ones who still plot revenge.
Black Dragonkin
The curse inflicted by the vengeful wizard weighed heavily upon the Black Dragons, amplifying their inherent darkness and driving them to madness. Consumed by an insatiable rage, they ruthlessly dominated swamps, mercilessly eliminating their own kind and laying claim to every inch of murky territory. The initial frenzy eventually subsided, leaving behind a seething hatred that consumed them entirely, prompting them to shed their former identity as dragons and adopt the name Dragonkin. Their hearts became hardened, rarely finding solace in bonds with those outside their race. Settled within the depths of the swamps, they stood as vigilant guardians, ready to unleash their wrath upon any intruder who dared violate their claimed domains. Unforgiving and relentless, they showed no mercy even to those who unwittingly stumbled upon their territory. A telltale sign of the presence of Black Dragonkin within a swamp is the smoldering heat emanating from the remnants of creatures unfortunate enough to have obstructed their settlements or found themselves in the wrong place at the wrong time. These piles, set ablaze in a fiery display, serve as a warning to trespassers. If one were to chance upon an unlit mound, it would indicate that the Black Dragonkin have long since departed, in search of another swamp to conquer.
Ability Score Increase.
dragon ancestry
Black dragonkin preferred ambushes to straightforward fighting. They were vicious and ruthless adversaries, and their acidic bile dissolved through almost every heavy armor with ease. Their only disadvantage was that their heavily wooded habitats typically prevented them from flying very high in combat.
Dragon | Weapon type | Range |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save)) |
Alignment. The Black Dragonkin are almost exclusively Chaotic/Evil.
White Dragonkin
The transformation of the White Dragons into their humanoid forms left them bewildered and disheartened, unable to revert to their majestic beastly selves. While some dragons succumbed to despair, others harbored a deep-seated anger, but they all had to forge ahead with their new existence. It took years to adapt to their altered lives, and though the White Dragonkin still cherished their ventures in treacherous waters, the biting cold now posed a challenge they could no longer endure as effortlessly as before. Their disposition towards other races was not particularly favorable, yet they tolerated their presence if they could gain something in return. Seeking solace amidst ice caverns nestled within frosty mountains, tundras, and frozen fields, the White Dragonkin embarked on a quest for magical artifacts, precious gems, and legendary minerals to rekindle their semblance of former glory. Rather than engage in physical labor themselves, they "employed" a tribe of kobolds, who had nearly been wiped out by a merciless Minotaur clan, and rescued them from the brink of annihilation. Grateful for their salvation, the kobolds reverently served the White Dragonkin, viewing them as celestial beings. The Dragonkin established numerous secret satellite refuges throughout the land, safeguarding their precious treasures.
Ability Score Increase.
dragon ancestry
White dragonkin were not strong combatants as dragonkin went, but they were not to be underestimated. Their icy breath could freeze unprepared foe solid in almost an instant. They typically avoided fights with more powerful dragonkin, but would avail themselves of any opportunity to take their frustrations out on "lesser" creatures.
Dragon | Weapon type | Range |
---|---|---|
White | Cold | 15 ft. cone (Con. save)) |
Alignment.
Silver Dragonkin
As the Silver Dragons underwent their transformation, unable to revert to their draconic forms, they experienced a momentary shock, yet ultimately embraced their new existence. Venturing forth, they embarked on a journey through towns, cities, and villages in search of a suitable place to call home. Along the way, some decided to settle down in various locations. Welcomed warmly by the other races, they seamlessly integrated into society, fostering an era of harmonious coexistence. Among the metallic dragonkin, the Silver Dragonkin stood out as the most affable and sociable, readily offering aid to those in need. Their genuine desire to assist others knows no bounds, whether it be walking someone's dogs or ensuring the safety of the vulnerable. Serving as helpful assistants in stores, the Silver Dragonkin tirelessly support people in their endeavors, ensuring their maximum productivity. Rarely will you encounter a Silver Dragonkin managing their own store, but if you happen upon one, it is likely to be a bookstore or library, where their passion and dedication shine through in every aspect of their work.
Ability Score Increase. Your Wisdom score increases by 1.
dragon ancestry
Like most metallic dragonkin, silvers did not enjoy combat, and were averse to killing. If forced to fight, however, they were as deadly as any other dragon.
Dragon | Weapon type | Range |
---|---|---|
Silver | Cold | 15 ft. cone (Con. save)) |
Alignment. Because of their kind nature they are, very Loyal and kind to the people around them. But are not afraid to protect the ones they love.
Copper Dragonkin
Copper dragonkin, akin to their ancestors, embody the essence of incorrigible pranksters, jesters, and enigmatic riddlers. Despite their inherently sociable and composed demeanor, a streak of covetousness and miserliness lingers within them, triggering potential danger when their nests are threatened. Nevertheless, they extend their assistance to individuals within their vicinity, guided by a genuine sense of compassion. Wit is cherished by a Copper Dragonkin, who delights in sharing their finest jokes, humorous tales, and perplexing riddles. Any creature that fails to appreciate their humor or accept their tricks with good-natured amusement may irk them, but beyond such instances, they exhibit remarkable kindness. Venturing into nearby towns, villages, and even cities, Copper Dragonkin captivate various races with their entertaining repertoire, leaving them delighted by their jokes, entranced by their tales, and challenged by their cunning riddles. When not engaged in such pursuits, they devote their time to seeking earthly treasures, metals, and precious stones.
Ability Score Increase. Your Charisma score increases by 1.
dragon ancestry
Copper dragonkin had a powerful acid breath attack that could dissolve the flesh from someone's bones.
Dragon | Weapon type | Range |
---|---|---|
Copper | Acid | 5' by 30' line (Dex save) |
Alignment. The Copper dragonkin are more Chaotic/ Good then anything else.
Golden Dragonkin
Upon their transformation into humanoid forms, the Golden Dragons confronted the disheartening truth that reverting to their majestic dragon selves was an impossibility. Though initial worry gripped their hearts, they ultimately embraced their new reality, embarking on a profound journey across the vast expanse of the world in search of their destined abode. Along their path, fortuitous encounters led them to a humble town where compassionate townsfolk extended their aid, offering sustenance and refuge. Grateful for the kindness bestowed upon them, the Golden Dragonkin reciprocated by lending their expertise in hunting, tending to gardens, and more, forging a harmonious alliance with the community. As time elapsed, the Golden Dragonkin ventured forth to other cities, towns, and villages that welcomed their benevolent assistance. Their hearts, imbued with kindness towards other races, possess an unyielding threshold, for any act of betrayal tarnishes their trust beyond redemption. Interactions among the diverse metallic dragon lineages remain amiable, yet the Golden Dragonkin devote their days to vigilantly safeguarding the
sanctuary they have chosen as their home, diligently patrolling its perimeters. In moments of respite, they indulge in the pleasures of reading captivating books and honing their artistic skills through the art of carving.
Ability Score Increase. Your Constitution score increases by 1.
dragon ancestry
Gold dragonkin preferred to parlay before a fight, using their intimidating presence and insight to determine if fighting was necessary, to find advantages. A common tactic for gold dragonkin in a fight was to use their breath weapons as means to scatter and weaken their foes.
Dragon | Weapon type | Range |
---|---|---|
Gold | Fire | 15' cone (Dex save) |
Alignment. The Golden Dragonkin are mostly Lawful/Good.
Bronze Dragonkin
Among the vast multitude of majestic dragons, it was the Bronze Dragons who gracefully embraced their transformation, despite the inherent challenges that accompanied it. While a tinge of disappointment lingered within their hearts, they possessed an unwavering conviction that they could conquer the obstacles before them. Embracing their newfound identity as Bronze Dragonkin, they ushered forth a disciplined military structure, diligently honing their skills in crafting formidable weapons and armor. These intricate suits of protection were fortified with their own scales, oftentimes harvested from battle-worn tails. True to their altruistic nature, they retained an insatiable urge to aid those in need, particularly the smaller denizens of the world. In their unwavering pursuit of justice, they abhorred the sight of any creature subjected to the cruel whims of malevolence, guided by their staunch adherence to lawful and righteous principles. Frequently aligning themselves with armies aligned with good, they valiantly stood against the encroaching forces of evil. Renowned for their sociability, they reveled in the joyous company of their dragonkin brethren, engaging in playful aquatic gatherings and basking in the spirited revelry of human festivities. Even in their transformed state, the Bronze Dragonkin maintained a profound spiritual kinship with the Silver Dragons, their shared personalities and participation in an ancient ritual forging an unbreakable bond. Nestled along coastal realms, they established their abodes, favoring the proximity of humanoid settlements while retaining their affinity for the vast seas. Despite the loss of their innate powers, they remained masterful swimmers, effortlessly navigating the depths.The entrance to a Bronze Dragonkin lair, once typically submerged beneath the waves, now concealed itself beneath massive, cunningly arranged stones, offering an added layer of seclusion. Eternally revered for their extraordinary
parenting, the Bronze Dragonkin assumed their maternal duties with unwavering devotion. Guarding their precious eggs with a fierce determination, the mother's unwavering resolve promised protection at any cost, a testament to their unyielding commitment to the continuation of their noble lineage.
dragon ancestry
While bronze dragonkin were often fascinated with battles, especially fighting to defeat evil, they had strong moral compunctions against killing living beings unless absolutely necessary. They would often join good-aligned armies to fight the forces of evil. In battle, their weapon of choice was to breathe repulsion gas, which is so putrid that it forced absolutely everything away. They also liked to move a foe to a remote location where it could do no harm when possible. When absolutely forced to kill, the bronze dragonkin Breath weapon was a line of electricity similar to a lightning bolt.
Dragon | Weapon type | Range |
---|---|---|
Bronze | Lightning | 5' by 30' line (Dex save) |
Alignment.
Brass Dragonkin
Initially taken aback by their transformation into humanoid forms, the brass dragons experienced a wave of surprise coursing through their ancient beings, compelling them to embark on a journey of self-discovery and adaptation. Despite a tinge of melancholy, they readily embraced the loss of their formidable powers, finding solace in the ability to engage and connect with diverse races, fostering a harmonious coexistence that transcended their previous limitations. Henceforth, they adopted the moniker of 'bronze dragonkin,' a nod to the lingering scent of oiled, heated metal that permeated their being, embodying their enduring link to their illustrious heritage. Residing within the sanctuaries of their ancestral lairs nestled amidst the majestic desert peaks and towering spires, these enigmatic beings reveled in the pursuit of knowledge and the accumulation of treasured artifacts that bore witness to the passage of time, becoming both custodians and purveyors of the world's forgotten lore and ancient wisdom. Ever eager to trade their collected riches for new discoveries or valuable information, they discovered a newfound passion for the delicate art of glassblowing, channeling their creative prowess to breathe life into intricate sculptures that ranged from the whimsical to the monumental, their creations becoming prized commodities in the realm of knowledge and wealth, opening doors to alliances and forging relationships built on mutual exchange. Upon reaching maturity, a bronze dragonkin wyrmling would depart the nurturing confines of the nest, often embarking on daring adventures as others of their brood willed their own destinies, driven by an insatiable curiosity that propelled them to explore the vast corners of the world, forever expanding their understanding of the intricate tapestry of existence.
Notably, many brass dragonkin found themselves drawn to the noble professions of psychologists or therapists, harnessing their innate empathy and discerning intellect to provide solace and guidance to those in need, their therapeutic endeavors serving as a conduit for their insatiable thirst for wisdom and the intricacies of the human psyche.
Ability Score Increase.
dragon ancestry
Gold dragonkin preferred to parlay before a fight, using their intimidating presence and insight to determine if fighting was necessary, to find advantages. A common tactic for gold dragonkin in a fight was to use their breath weapons as means to scatter and weaken their foes. Brass dragonkin used a breath weapon. within a narrow line of fire.
Dragon | Weapon type | Range |
---|---|---|
Brass | Fire | 5' by 30' line (Dex save) |
Alignment.
Sapphire Dragonkin
After undergoing their profound metamorphosis, the majestic Sapphire dragons gracefully emerged as the Sapphire dragonkin, forever carrying the weight of their lost heritage. Despite grappling with a sense of loss, they sought solace in constructing vast, labyrinthine lairs nestled within the heart of mountains, concealing themselves within hidden chambers and secret passages. Some Sapphire dragonkin, plagued by a lingering sense of unworthiness, embarked on daring journeys of self-discovery, venturing into the unknown in search of purpose and meaning in their altered existence. To ensure the well-being of these enigmatic beings, rock gnomes and Deep gnomes faithfully ventured into their lairs, providing sustenance and companionship, their presence a testament to the symbiotic relationship formed between these diverse races. As one delves deeper into the subterranean realm, the lower caverns unveil an ethereal spectacle, with veins of frozen carbon dioxide naturally sublimating, shrouding the floor in a perpetual thick cloud, obscuring the Sapphire dragonkin as they retreat into hidden crevices and succumb to a mysterious form of
hibernation. Guarding their secrets fiercely, they sealed their lairs, allowing only the rock gnomes and Deep gnomes privy to the knowledge of an entrance, their sworn silence ensuring the enigma of their activities remains shrouded in uncertainty.at they impeded their lairs shut where just the Rock gnomes and Svirfneblins would know about a route in and they vowed to stay quiet about it.
Ability Score Increase.
dragon ancestry
Sapphire dragonkins breathed a cone of extremely high-pitched sonic energy, which harmed opponents and caused them to panic and to become incapacitated for a few seconds.
Dragon | Weapon type | Range |
---|---|---|
Sapphire | Psychic | 15 ft. cone (Con. save)) |
Alignment.
Emerald Dragonkin
The Emerald Dragons, embodying an air of cultural aloofness, greeted their newfound forms with an air of unsurprising nonchalance. Uniquely characterized as the quintessential "Gen X" of all dragonkind, they embraced the notion that their patron deity, Sardior, had orchestrated their transformation to beckon them towards embracing their altered existence. This revitalized their faith, infusing their entire culture with newfound vigor and purpose, prompting their collective adoption of the name Emerald Dragonkin. Nestled within an expansive network of dormant volcanic caves, their lairs boast multiple entrances, serving as their communal abode, while trade-centric structures such as stores, warehouses, and stables, along with fertile farmlands, thrive just beyond their subterranean confines. Interactions with other races primarily revolve around the realm of commerce, as the Emerald Dragonkin exhibit limited inclination for social engagement. Driven by their desire to uphold Sardior's favor, they clandestinely engage in rigorous training, meticulously honing their skills within a secluded chamber deep within their labyrinthine
lair, concealed from prying eyes. Blessed with the ability to discern the subtlest of air movements, they perceive the caress of the breeze, the wake trailing behind airborne arrows, and the thermal updrafts emanating from crackling fires. Yet, this heightened sense comes at a cost, as they grapple with visual impairment, navigating their world through other sensory faculties.
Ability Score Increase.
dragon ancestry
Emerald dragonkins could breath a cone of sonic energy. They might also generate a cloud of fog to blind opponents.
Dragon | Weapon type | Range |
---|---|---|
Emerald | Thunder | 15' cone (Dex save) |
Alignment.
Crystal Dragonkin
In the wake of their transformative experience, the Crystal Dragons embarked on a profound odyssey through the five stages of grief. Initially, denial veiled their senses as they clung to the belief that they still embodied the awe-inspiring might of their former silver dragon selves. This stage endured for three weeks before yielding to the tempestuous flames of anger, igniting fierce conflicts among the Crystal Dragons themselves, their aggression waxing and waning with each passing day. Nearly two months elapsed in this tumultuous stage before the onset of bargaining, where the Silver Dragons immersed themselves in a sea of "what ifs" and "if onlys," desperately seeking to strike a deal or make promises to their patron deity, Sardior, in a futile attempt to reclaim their former magnificence. This phase spanned a mere two weeks before plunging into the abyssal depths of depression, a profound well of sorrow and loss that enshrouded the Silver Dragons, compelling them to retreat from the world and seclude themselves from their kin. Tragically, some succumbed to the weight of this overwhelming despair. Regrettably, this desolate stage persisted for the longest duration, a somber span of almost five months. Nonetheless, they eventually arrived at the final stages of grief, the stage of acceptance. The Silver dragons embraced their new fate, acknowledging that they would never again embody the unfathomable creatures they once were. Embracing their new identity as the Crystal Dragonkin, they embarked on the task of revitalizing their lairs. In their previous form as Crystal Dragons, they resided in resplendent crystalline palaces atop majestic mountains. Now, as Crystal Dragonkin, they deftly
sculpted the stones to suit their humanoid forms, meticulously crafting stone stairs and other architectural features. In a testament to their nurturing instincts, they extended their care to other Dragonkin, rescuing them from harm and providing a haven of support and guidance. Engaging in heartfelt conversations with creatures from diverse backgrounds brought them profound joy, and during moments of respite, they channeled their boundless creativity into the art of writing, crafting eloquent poetry, enthralling plays, and captivating novels that served as a testament to the depth of their resilient spirits.
Ability Score Increase.
dragon ancestry
Crystal dragonkins were non-aggressive and would rarely start a fight without a good reason. A Crystal dragonkins breath weapon was a cone of white light which damaged and blinded an opponent.
Dragon | Weapon type | Range |
---|---|---|
Crystal | Radiant | 15' cone (Dex save) |
Alignment.
Topaz Dragonkin
The Topaz Dragons were overcome with shock and confusion upon their transformation. Amidst this chaos, some dragons succumbed to irrational behavior, while others grappled with emotional instability. However, as the initial frenzy subsided, a sense of clarity emerged, prompting them to carefully deliberate their path forward. They entertained various ideas, including pursuing treasure hunts and constructing luxurious summer retreats for the affluent. Yet, ultimately, they made the bold decision to become raiders. Assembling a formidable fleet of state-of-the-art boats and ships, they set sail towards unsuspecting fishing villages. Upon their arrival, the races inhabiting these towns were presented with a choice: submit to the Topaz Dragonkin's authority or face dire consequences. Embracing their new identity as the Topaz Dragonkin, they also garnered the moniker of "leviathans." With skilled craftsmanship, they meticulously crafted their own vessels, characterized by distinctively angled designs, intricate carvings, a striking yellow boot stripe, cream-colored sails, and a subtle reddish hue, a testament to the locally sourced wood used in construction. Engaging in lively activities,
the Topaz Dragonkin reveled in running, swimming, spirited tug-of-war contests known as "toga-honk," and vigorous wrestling matches. Additionally, reminiscent of Vikings, they indulged in a ball game involving sticks and balls, often resulting in a few injuries given the rough nature of their play. While the women typically observed these games rather than actively participating, they gathered together to witness the feats of their male counterparts.
Ability Score Increase.
dragon ancestry
Topaz dragonkins breathed a cone of dehydration.
Dragon | Weapon type | Range |
---|---|---|
Topaz | Necrotic | 15 ft. cone (Con. save)) |
Alignment.
Amethyst Dragonkin
The Amethyst Dragons, revered as the foremost and mightiest among gem dragons, found themselves in an extraordinary predicament. To undergo their transformation, they sought refuge in deep underground caves, concealing themselves from the world above. It took them weeks to acclimate to their new forms, and once they emerged from their hidden sanctuaries, the true extent of their metamorphosis became apparent. They discovered that their ability to fly was woefully lacking, and their towering stature had been diminished to an average height ranging from 2 feet 10 inches to 3 feet 3 inches. Suddenly, the Amethyst Dragons realized that life in their altered state would be far more challenging than they had initially anticipated. However, alongside the physical changes came an exponential growth in wisdom and intellect, which became their greatest asset. Inspired by a similar group, the Obsidian Dragonkin, who had adopted a new name for political reasons, the Amethyst Dragons embraced the title of Amethyst Dragonkin. Deep-rooted skepticism towards the Obsidian Dragonkin, who had been banished from the court of their patron deity, Sardior, remained within their hearts. Leveraging their newfound intellect, the Amethyst Dragonkin dedicated themselves to improving the world around them. Although their diminutive size presented initial obstacles, their enhanced wisdom garnered the trust of other races.
While some ventured into the realm of politics, the Amethyst Dragons chose to keep their lairs outside cities, preserving a degree of separation between their work and personal lives. During their leisure moments, they immersed themselves in the fine arts, indulging in the realms of painting, sculpting, and other creative pursuits. They possessed an uncanny ability to uncover hidden gems and beautiful stones beneath the earth's surface, crafting exquisite stone sculptures, remarkably comfortable stone furniture, and highly efficient stone tools, often adorned with precious metals like gold, silver, platinum, and an array of gems, showcasing their meticulous craftsmanship.
Ability Score Increase.
dragon ancestry
Amethyst dragonkins preferred to use invisibility to catch their opponents off-guard. Their breath weapon was a blast of concussive force. Additionally, once per day, amethyst dragons could spit a crystalline lozenge which exploded on impact
Dragon | Weapon type | Range |
---|---|---|
Amethyst | Force | 15' cone (Dex save) |
Alignment.
Obsidian Dragonkin
Following their transformation, the Obsidian Dragons descended into a frenzied chaos within their lairs, nestled near the fiery embrace of volcanoes. Blaming one another for their altered state, they engaged in violent conflicts that left many wounded and even claimed lives. However, as days passed, the tempest of their fury subsided, and a sense of clarity settled upon them. They turned their gaze towards the future, longing to reclaim the power they once held in the hallowed halls of the Ruby Palace, where they resided under the watchful eye of their patron deity, Sardior. However, their ascendancy was cut short when their leader, the esteemed thane Seradess, met an untimely demise at the hands of the enigmatic Master of Gem Dragons, the reasons shrouded in mystery. In the wake of this tragedy, all Obsidian Dragons were banished from the divine court, and their malevolent nature, unique among gem dragons, became irrevocably intertwined with their fall from grace. Isolated and shunned by their kin, they embarked on a path of political ambition, skillfully employing their innate intelligence to manipulate and control others. Their eloquence and cunning opened doors to higher social echelons, granting them access to the corridors of power. By forging alliances with influential bloodlines and aspiring leaders,
they sought to amass land, wealth, and authority, ascending to the pinnacles of their desires. However, standing in their way were the formidable Amethyst Dragonkin, their staunch adversaries. Undeterred, the Obsidian Dragonkin resorted to deceit, weaving intricate webs of lies to turn other races against their Amethyst counterparts. Within their own society, they fostered a culture of internal strife, as each member vied for the ultimate prize: absolute power and dominance within the Draconian hierarchy.
Ability Score Increase.
dragon ancestry
Dragon | Weapon type | Range |
---|---|---|
Obsidian | Necrotic | 15' cone (Dex save) |
Alignment.
Other
worldly
Ix-xitan
A dreadful day, lamented a youthful woman adorned with vibrant blue horns and a swishing tail.
Flashback:
The sun had set, casting a dim hue over the desolate cathedral where the young woman, in her stumble, encountered a middle-aged lady with a mane of medium bright green horns. "What brings such refuse to this corner of the realm? Surely, you sensed the presence of superior Ix-xitan beings, unlike a pitiful creature like yourself," sneered the young girl, suppressing a curl of disdain. The older woman leaned closer, her voice dripping with contempt, "Begone, you worthless trash." Fists clenched, the young girl fled.
End of Flashback:
"Insufferable hag," the young girl muttered to herself, her eyes alight with mischief as she spied a band of mischievous goblins. A mischievous grin danced across her face as she seized a couple of buckets, filling them to the brim with water. Stealthily approaching the unsuspecting
trolls, she swiftly dumped the buckets, drenching the bewildered creatures. She swiftly retreated, disappearing from their sight, reveling in their expressions of anger and subsequent confusion. Amusement danced within her as she decided to seek out her next victims, eager to shed her somber mood.
A Fiendish Origin
Known as the Demons of legend, the enigmatic beings known as Ix-xitan embody the amalgamation of the mortals' seething negative emotions entwined with the very essence of the elements. Forged in the scorching flames that consume their elements, the Ix-xitan delight in sowing chaos and discord, fueling their own existence and birthing more of their kind in a never-ending cycle. Through centuries of brooding and simmering, these beings evolved from their fiery origins, branching out to encompass a multitude of elements intertwined with the magic-infused flames. The horns and tails of the Ix-xitan serve as emblems of their status, reflecting their hierarchical standing within their kind. Darker horns signify elevated positions, while the hues of their elemental origins imbue their horns and tails with a corresponding shade. Masters of their craft, the esteemed Ix-xitan of higher ranks possess the ability to conceal their horns and tails, shrouding their true nature beneath a veil of mystic arts.
Chaos Time
Ix-xitan, renowned for their proclivity for pandemonium, often gravitate towards professions that amplify the very chaos they embody. Their roles encompass a wide array of endeavors, ranging from nimble-fingered thieves and enigmatic illusionists to cunning mercenaries and charismatic sales representatives. With an innate penchant for revelry and mischief, the Ix-xitan revel in hosting extravagant gatherings, becoming masters of merriment and skilled tricksters. In their mischievous pursuits, they may infiltrate unsuspecting occupations, weaving their web of disruption from within, toppling endeavors that stand in their path. It is not uncommon for their impromptu soirées to spiral into raucous affairs, even when one might expect a refined tea party, for the Ix-xitan's infectious energy refuses to be contained. While their escapades may lead to uproarious enjoyment for those who partake, they simultaneously serve as a constant reminder of the unpredictable and untamable nature of these enigmatic beings.
Relationships
Unfettered by the concerns and plights of the diverse denizens that populate the Material Planes, the Ix-xitan harbor a profound apathy towards all living races, save for one exception—Tieflings, with whom they share a peculiar affinity. Unbound by moral constraints, these naturally malevolent beings, driven by their Chaotic and Evil disposition, heed no rules or obligations. They exercise their capricious whims without restraint, exerting their power to slay their chosen targets or unleash mischievous pranks upon the unsuspecting. The Ix-xitan remain resolute in their commitment to unruly autonomy, guided solely by their unyielding desire to gratify their every impulse.
Aingeal.
A singular exception arises when considering the Aingeal, an angelic race that stands as a stark antithesis to the Ix-xitan. For eons, a deep-seated animosity has festered between these two entities, tracing its origins back to the very dawn of creation. The contrasting nature of their essence has birthed an enduring enmity that persists to this day, fueling an eternal conflict between light and darkness, benevolence and malevolence.
Ix-xitan Names
At the moment of a Demon's birth, when they are imbued with their elemental essence, their name is bestowed upon them, carefully chosen prior to their arrival into existence. This name, a testament to their unique nature and purpose, becomes an intrinsic part of their being, serving as a definitive marker of their identity from the very moment they come into being.
Male Names: Gilth, Ges,Zos, Kaltil, Frobol, Tezor, Odtul, Zalovu, Ayazust, Koyevas,
Female Names: Raiva, Fewu, Taiwash, Denu, Dine, Larunzi, Ranusnet, Fiwutzo, Dimurly, Suguvres,
Ix-xitan Racial Traits
Ability Score Increase. Your Intelligence score increases by 2, and either your Dexterity or Strength score increases by 1.
Age. You are a fiendish being, you keep everlasting beauty, you are immortal..
Alignment. The Ix-xitan are Chaotic in nature spreading chaos wherever they go for their personal amusement, purposely breaking as many laws of the mortal realms as they can. But in most cases they are evil with some exceptions existing
Speed. Your base walking speed is 30 feet.
Size. You are the same size as the Humans. Your size counts as Medium.
A Seducing Illusion. You can choose one of these three skills to be proficient with Deception, Arcana, Persuasion.
Demon-Rank. You only have one subclass, you will rank up three times. Gaining abilities for each rank.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Flight. You have a flying speed of 30 feet.
Language. You can speak, read, and write Abyssal, Common and Infernal.
Lesser Ix-xitan
The realm of Lesser Ix-xitan is one of audacious mischief, as they fearlessly sow chaos while living a nomadic existence, forever vigilant to avoid detection. Some choose to band together in small groups, their numbers rarely exceeding five, although they welcome companionship from diverse races. Seeking refuge in secluded corners, these Lesser Ix-xitan take shelter within abandoned structures or hard-to-reach locations. Regrettably, they are perceived as expendable beings, subjected to abhorrent treatment from all, including their higher-ranked counterparts. To navigate the treacherous landscape, Lesser Ix-xitan strive to steer clear of the domains preferred by their more esteemed counterparts. Should they inadvertently trespass upon these territories, they engage in inconspicuous mischief, opting for harmless pranks that may involve egging houses, adorning them with vibrant splashes of multi-colored paint, or playfully drenching unsuspecting passersby or causing momentary stumbling mishaps while carrying food and beverages.
Ix-xitan is incapable of using opposing elements.
Infernal Spark. As an action, you conjure a small spark of infernal energy and hurl it at a creature within 30 feet of you. The target must make a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or take 1d6 fire damage on a failed save, or half as much damage on a successful one. You can use this ability once per long rest.
Greater Ix-xitan
The realm of Greater Ix-xitan exudes a daring boldness, as they roam nomadically, purposefully sowing chaos to spread their disruptive influence far and wide. While the higher echelons of demons hold a modicum of respect for them, they remain subjected to the harsh treatment typically meted out by their kind. To facilitate their escape after igniting chaos, they form packs comprising no fewer than three entities, embracing the advantage of numbers. Unconcerned about personal or collateral harm, their sole objective is to engender bewildering confusion in their wake. Their actions often manifest as instances of profound pettiness, with a simple affront leading to a prolonged streak of ill fortune lasting months. From unexpected paint splatters to timeless pranks involving misplaced anvils, tempting fate by passing beneath ladders, shattering mirrors, or an unshakeable sensation of perpetual coldness, the Greater Ix-xitan revel in their capacity to perpetuate discomfort.
Greater rank. At level 5, you will be upgraded to a Greater Ix-xitan. Some abilities also developed.
Greater Infernal Spark. As an action, you channel a mote of dark fire from the depths of the abyss and unleash it upon a target within 30 feet of you. The target must make a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or suffer 1d8 fire damage and an additional 1d4 fire damage at the start of its next turn. On a successful save, the target takes half damage and no additional damage on its next turn. You can use this ability once, and it recharges after a long rest.
Smooth Talker You gain an extra ability point into Charisma.
Flutter. Your wings are more developed allowing you to stay airborne longer; you may hover slightly higher and for an extended turn.
Elder Ix-xitan
Elder Ix-xitan Elder Ix-xitan, the epitome of subtlety, adeptly blends into their surroundings while orchestrating chaos. Possessing favored domains that they zealously guard, they exhibit a territorial nature, swiftly dispatching any fellow demon foolish enough to encroach upon their lands. These malevolent entities are not averse to invoking plagues to sow the seeds of disorder, displaying a conspicuous absence of morality as they derive perverse pleasure from the anguish and torment of their victims. Unless driven by ulterior motives, Elder Ix-xitan treat those they encounter with contempt, regarding them as nothing more than insignificant morsels beneath their contemptuous gaze. Given their insatiable appetite for amusement, towns plagued by an abundance of inexplicable deaths or peculiar occurrences serve as unmistakable indicators of the presence of an Elder Ix-xitan, who, in their unyielding ennui, seek novel forms of entertainment.
Elder Rank At level 10, you will be upgraded to an Elder Ix-xitan. Some abilities are also developed.
Elemental Immunity. An elevated incarnation of the Infernal Spark, this ability enables you to channel the furious flames of the abyss into a cataclysmic eruption. As an action, you can unleash a concentrated surge of infernal fire at a target within 30 feet. The target must make a Dexterity saving throw against your spell save DC (8 + your Charisma modifier + your proficiency bonus) or endure 1d8 fire damage, in addition to an ongoing 1d6 fire damage at the start of each of its turns for the next two turns. A successful save results in half damage and negates the ongoing damage. This ability can be invoked once before requiring a long rest to regain its potency.
Succubus
In a bygone era, a fledgling Succubus found herself cast out by her own kin, defying their teachings and forsaking their ways. Plagued by an insatiable and unyielding hunger, her torment echoed through the air, tormenting all who dared approach. Countless endeavors to sate her ravenous appetite proved futile, for her body rejected every morsel offered, leaving her perpetually unsatisfied. There existed only one remedy for her affliction, yet the fledgling adamantly resisted its allure. One fateful moment, however, the Succubus lost control, not due to the gnawing hunger, but rather an overwhelming surge of primal desire emanating from a passing young man. Her lips glistened as her tongue traced their contours, a hunger of a different kind awakening within her. With deliberate grace, she approached the unsuspecting man, weaving a web of seduction that entranced him completely. Casting a beckoning glance, she lured him to a secluded sanctuary, nestled within the embrace of the nearby forest, where their passions would intertwine in secrecy.
Lustful Hunt
Within the ethereal plane known as the Shadow-Realm, an enchanting species exists, known as succubi. These captivating beings, a manifestation of desire and darkness, are drawn to those who emanate potent sexual energies. Their very essence thrives upon the intimate life force of others, though one must tread with caution, for succubi possess the power to lethally drain their unsuspecting victims. Conversely, a lack of sustenance can render them feeble and vulnerable to demise. Although succubi possess the ability to nourish themselves on various energies, they harbor a distinct preference for the bountiful sustenance found within the realm of sexual passion. Gender holds no sway over their insatiable appetites, as they seek out individuals who offer a tantalizing wellspring of desire. While the allure of physical intimacy remains paramount, succubi possess the capacity to derive satisfaction from alternative realms of passion, should it satiate their profound yearnings.
A pleasuring way of living
Under the rule of the most enchanting succubus, who reigns as both King and Queen, lies a neutral race known for their indifference towards the affairs of others. These captivating beings take immense pride in their irresistible allure, while their hunts are often viewed as chaotic endeavors. Concern for the laws and well-being of other races holds little significance to them, as their primary focus revolves around personal gain. Regrettably, tales of their malevolence have spread, fueled by accounts of them betraying their friends, family, and partners In the realm of succubi, a peculiar transformation takes place when a soul is stolen. It triggers a profound metamorphosis, allowing the succubus to conceive. To bring forth new life, a specific threshold of sexual energy must be attained, yet the succubus defies the norm, retaining her svelte figure throughout the entirety of her pregnancy. As the offspring matures, they receive an education from their progenitors on the art of seduction, honing their skills in captivating humanoid creatures. However, should the child reject this path, they face exile to one of the Material Planes, left to fend for themselves. A daunting choice lies before them: succumb to demise or embrace survival by indulging in the very essence that defines their demon race. By embracing the latter, they may amass sufficient sexual energy to one day return to their ancestral home.
Succubus Names
Immersed in their ceaseless quest for knowledge, succubi devote themselves to the meticulous study of the human world. Their intricate observations enable them to seamlessly assimilate into society, mastering the art of blending in effortlessly. To further enhance their ability to integrate, succubi willingly adopt cultural habits, including the practice of adopting human names. By embracing these customs, they cunningly manipulate their surroundings, allowing them to select their "partners" with unparalleled ease and precision.
Male Aernex, Ryznarax, Chareth, Borenied, Fharrad, Inorox, Praxnil, Xinriad, Xinel, Fharilan.
Female Vhessea, Qhesixis, Isiryla, Xisnys, Vhesyera, Vilinreia, Harelaris, Ginoresh, Xisaris, Orarah.
Succubus Racial Traits
Ability Score Increase. Your Charisma score increases by 2, your Intelligence score increases by 1.
Age. You will keep your youth, as long as you keep feeding on sexual energy. You can say you are semi immortal.
Alignment. Succubus/Incubus are seen as many things, some say they are chaotic/Neutral and some say they are all right chaotic/evil But many people have their own opinion on them.
Speed. Your base walking speed is 30 feet.
Size. You are the same size as the Humans. Your size counts as Medium.
Natural Charm. You can choose two of these three skills to be proficient with Persuasion, Deception, Performance or Deception.
Seducing Charm. One target can see within 30 feet of it must succeed on a DC 13 Charisma saving throw or be magically Charmed. You can take control of the target for 6 rounds. On the target's turn needs to roll a DC 13 Charisma to get out of being Charmed. This feature will only be used once a long rest.
Seductive Whispers. You can use your alluring voice to whisper enticing words that cause a creature to doubt its actions. Once per short rest, you can target a creature within 30 feet that can hear you. The target must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or take 1d4 psychic damage and have disadvantage on its next attack roll or ability check before the end of its next turn.
Hypnotic Lust. add +2 to any checks your trying to Persuasion.
Flight. You have a flying speed of 30 feet.
Language. You can speak, read, and write Abyssal,
Common and Infernal.
Vampire
Under the eerie glow of the blood moon, a profound stillness envelops the land, interrupted only by the restless fluttering of bats that swarm hungrily through the jungle canopy. As the nocturnal creatures sense their prey, their collective form coalesces, transforming into a humanoid figure that descends from the heavens, landing amidst a small band of intrepid adventurers. Reacting swiftly, the group instinctively draws their weapons, bracing themselves for the impending threat. In a dazzling display of agility, the enigmatic figure charges at the nearest adventurer, deftly evading their blade with an acrobatic maneuver that sends them hurtling through the air. Pinning the fallen warrior to the ground, a wicked grin plays upon the figure's lips as they lean in, their elongated fangs poised above the adventurer's neck. A brief, tremulous moan escapes the victim's lips, joining the symphony of the night, as a crimson droplet trickles from the punctured wound. The remaining adventurers, shaken from their initial shock, rally their courage and unleash a furious assault upon the identified vampire, their weapons poised to strike at its immortal heart. Satiated by the taste of blood, the shadowy figure gracefully disengages, bidding a sinister farewell before vanishing into the ethereal veil of the night sky.
Crimson Court
In a world teeming with humanity, the presence of vampires emerged as a solution to balance the scales. As time unfurled its tapestry, these nocturnal creatures assimilated into human society, adeptly concealing their true nature to avoid persecution. Intriguingly, vampires began intermingling with humans, forging an unholy union that gave birth to new breeds of their kind. Recognizing the significance of this evolution, they devised a structured hierarchy to govern their intricate society. At the pinnacle rests the rarefied purebloods, the esteemed originals whose lineage remains untainted, yet their numbers dwindle. Beneath them stand the noble vampires, whose bloodline bears minimal dilution and boasts a trace of pristine ancestry. Following suit are the common vampires, who, over generations, have undergone a progressive shift towards humanity, retaining only subtle vestiges of their vampiric heritage. Lastly, the ranks encompass the turned vampires, humans who were initiated into the immortal fold through the dark gift. The ruling Crimson Councils comprise the eldest and most formidable representatives from each echelon, as well as a chosen champion who epitomizes the strength and intellect of their respective group. Through a series of arduous trials conducted every decade, a new leader is anointed, their worthiness tested and proven in a crucible of might and cunning.
Crimson Law
Vampires are exquisitely attuned to the nocturnal realm, their existence intertwined with the cover of night. Sunlight, while not inflicting physical harm, renders them sensitive, its radiance merely a piercing assault on their eyes and a dampening of their powers. Upon meeting their demise, vampires meet an ephemeral fate. Most crumble to ash, dissipating into the ether. However, the rarefied Purebloods defy this convention, shattering into resplendent shards of stained glass, a testament to their extraordinary essence. To vanquish these immortal creatures, severing their head or piercing their heart with a weapon of silver or one drenched in holy water proves most efficacious. While sating their thirst with blood tablets or the crimson elixir contained within juice boxes offers respite, the euphoria of drawing sustenance from a living being ignites
an indescribable ecstasy. Purebloods and noble vampires relish in this hedonistic communion, their senses ignited with pleasure, while those of lower stature endure a more tormenting experience, their struggle to control their bloodlust amplifying with each drop consumed. Leadership among vampires transitions every decade, or in the event of the incumbent's demise. Concealing their true nature, vampires seamlessly integrate into human civilizations, relying on blood bags and tablets to sustain themselves. Meticulously dispersed across diverse cultures, they maintain modest numbers within each race. Embracing the nocturnal hours, vampires gravitate towards occupations that thrive under the moon's watchful gaze, and for some, the darkness heralds the hunt. Upon birth, progeny inherit names from their parents, while those transformed by Purebloods receive their appellation from their illustrious sire.
Vampire Names.
When born, the parents will generally give the offspring their names. As for races that will be turned by a pureblood, they will provide them with their name.
Male Names: Athan, Alaric, Blade, Cassius, Damien, Drake, Kieran, Lazarus, Luther, Orpheus, Raul, Rodolfo, Serafino, Silas, Vladamir.
Female Names: Amber, Ambrosia, Amadis, Celeste, Dawn, Drusilla, Elisabeta, Katherine, Lenora, Lilith, Lucinda, Jezebel Thana, Victoria.
Vampire Racial Traits
Ability Score Increase. Your Strength score increases by 2, and either your Dexterity or Charisma score increases by 1.
Age. Vampires are immortal, but they can be killed.
Alignment. They have an evil nature, they follow their laws out of necessity but don't give anything about any other rules, or everyone they are only lawful is to their kind.
Speed. Your base walking speed is 30 feet.
Size. It all depends on what race you have been born at or turned. Your size can differ between race. Your size is meduim.
Superior Darkvision. Your darkvision has a range of 120 feet.
Sunlight Sensitivity. While in sunlight, the Vampire has a disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Vampirism abilities. You can choose two of these three skills to be proficient with Acrobatics, Persuasion, Athletics. Deception.
Blood Drain. You can suck blood from a grappled opponent. The enemy must make a DC 13 Strength saving throw. On a fail, the enemy is pinned down, and you drains blood, dealing 1d4 points of damage. You will gain five hit points or gains five temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full standard hit points.) This feature will be only be used once a short rest.
Shapechanger. You can take the forms of rats, bats, and wolves equal to your level once a long rest.
Thermal Vision. Grants the ability to see living beings (anything that breathes) under any condition.
Languages. You can speak, read, and write Common and
the language(s) of the race you were turned.
Seraphim Aingeal
Amidst the crashing thunder and roaring winds, the flames dance with deadly intent, consuming one of the valiant generals. Into the fray emerges an ancient and formidable Ix-xitan, emanating power that resonates through the battlefield. The prince, his heart gripped by horror, witnesses his brave men valiantly fighting, succumbing one by one to the adversary's fiery onslaught and the soldiers' relentless spells and spears. "We cannot hold! We must retreat!" shouts a guard, his voice filled with desperation. "Damn it, you're right." Prince Tandriel exclaims in dismay. "Menda! What are you doing? It's too dangerous!" he implores, as his loyal Secretary, a young woman who has stood by his side through thick and thin, steps onto the tumultuous field, an enigmatic golden harp clutched in her hands. Casting a fleeting glance back at the prince, she silently mouths words, a smile adorning her face, and a tear glistening in her eye. She turns resolutely and plucks the harp's strings. The sound reverberates like the ethereal chime of the purest bell, instantly freezing the entire battle. All combatants are rendered motionless, their actions suspended in time, while the furious demon fixates its gaze upon the audacious girl. "You? Ahahah. What can you do?" it taunts. Unfurling
her petite white wings, the young woman begins to sing a melodic hymn, and as she does, her wings undergo a mesmerizing transformation. They grow and unfurl, iridescent hues radiating from their majestic span. As her celestial song echoes through the air, the heavens respond. A fissure of light tears open in the clouds, and a legion of Aingeals descends upon the battlefield, overwhelming the enemy forces and quelling the wrath of the demon. In the aftermath of the battle, she turns her gaze to her beloved prince, her smile juxtaposed with tears streaming down her cheeks. "I am sorry... but my time here is done. Goodbye," she whispers. The prince calls out desperately, "Come back! I... I... I love you..." but the girl has vanished, leaving only her tears cascading onto his face. Little did he know that in nine months' time, he would behold her once again, adorned with ebony wings, and bearing the precious gift of their heir.
Law And Order
Originating from the celestial realms, the Aingeals descend upon the Material Planes, bestowed with a divine purpose by the higher beings. Their mission is to safeguard the innocent, channel their inherent abilities, and guide individuals towards fulfillment. However, their powers are constrained within the realm of mortals. Radiating warmth and compassion, Aingeals embody a friendly nature, ever eager to lend a helping hand to those in need. They possess an unwavering belief in the inherent goodness of all creatures, seeking to uncover and nurture it. Their noble
endeavors range from reuniting lost souls with their beloved pets to shielding vulnerable individuals from the clutches of violence, be it human or monstrous. In their benevolence, some Aingeals assume forms that provide solace and companionship to lonely mortals, intertwining their essence with the souls of their chosen lovers. Considered as guardians of peace and champions of justice, Aingeals perceive themselves as beacons of love and hope. They embody the essence of divine energy, which can be channeled in both resplendent and wrathful manners, though the latter is rarely embraced. Most commonly, Aingeals assume roles aligned with the path of light, donning the mantle of Paladins, Clerics, or Seraphim Archers, each choice reflecting the unique nature and purpose of the Aingeal in question. Archonite Aingeals, fierce in their commitment to protection, gravitate towards the roles of Paladins or Seraphim Archers. They wield the righteous wrath of the gods, striking fear into the hearts of monsters and demons who dare to threaten the innocent. Conversely, Cherubijn Aingeals find solace in the healing embrace of the Cleric, dedicating themselves to spreading love, laughter, and joy wherever their path may lead.
Celestial Society
Nestled within the celestial realms lies a utopian plane, where the most divine and godly beings reside, and their loyal subjects find solace in serene spiritual solitude. Mortals, through the lens of their beliefs and the strength of their convictions, catch glimpses of this ethereal paradise within their dreams. Yet, the perception of this utopia varies among individuals, shaped by their unique perspectives. Operating under a hierarchical system, the gods wield their power in a strictly benevolent manner, guided by laws that prioritize the utmost happiness and well-being of the souls who have earned their place within these heavenly abodes. The prevailing alignment of this realm resonates with pure goodness, its essence intertwined with light and the boundless vitality of life. However, the righteousness it embodies adheres to lawful principles solely to safeguard the welfare of spirits. Aingeal Paladins, devout servants of the divine council, assume the roles of Peacekeepers and Lawgivers, ensuring harmony and upholding the sacred laws of this celestial domain. Paradoxically, even within this realm of celestial bliss, pleasure palaces exist, albeit with a more benign nomenclature such as Joy Palaces or Hope Spots. These sanctuaries offer respite and delight to the spirits who seek solace and relaxation within their ethereal confines. Furthermore, a curious twist unfolds when succubi and incubi, against all odds, find themselves in this realm, for they discover an inexplicable reluctance to depart from its heavenly embrace. However, for some, the overwhelming sweetness and saccharine nature of this utopia can be deemed excessively cloying, failing to cater to their personal tastes and preferences.
Aingeal Names
Upon mortal's final breath, those whose lives have been pure and their souls touched by divine essence undergo a profound transformation. They are reborn as Aingeal in the celestial realm, shedding earthly limitations and embracing their ethereal nature. This metamorphosis signifies a life dedicated to goodness, righteousness, and spiritual enlightenment. As Aingeal, they walk a celestial path, radiating holiness and embodying divine essence. Committed to cosmic forces, their purpose is to uphold justice, spread love, and nurture hope in realms beyond.
Male Names Humatiel, Raduriel, Erelim, Barquiel, Samandiriel,
Erelim, Nasargiel, Appoloin, Telantes, Ambriel, Anpiel, Sachiel, Raziel, Tzadkiel, Appoloin, Yofiel, Zachriel, Raphael, Jehudiel, Elijah,
Female Names Jaoel, Lahabiel, Minda, Theliel, Jefischa, Guriel, Perpetiel, Hadriel, Ithuriel, Peliel, Ramiel, Anauel, Sariel, Puriel, Azazel, Semyaza, Neriah,, Douma, Karael, Nahaliel,
Relationships
The Aingeal embody boundless love and unwavering compassion, radiating an adoration for all life in the Material Planes. Their innate goodness enables them to effortlessly empathize and connect with diverse beings, transcending barriers and fostering a deep sense of kinship. For the Aingeal, love is the universal language that bridges gaps and embraces the joys and sorrows of all.
Ix-xitan. A singular exception arises in the presence of the Ix-xitan, an embodiment of darkness and chaos that stands in stark contrast to the benevolent Aingeal. Their very essence as a demonic race ignites an ancient animosity that has endured since the dawn of creation. A timeless grudge, etched into the fabric of existence, fuels the conflict between these opposing forces. The clash between the Aingeal's unwavering light and the Ix-xitan's nefarious shadows symbolizes an eternal struggle that transcends the boundaries of time and space.
Aingeal Racial Traits
Ability Score Increase. Your Constitution score increases by 1.
Age. You are a celestial being, you keep everlasting beauty, you are immortal.
Size. You have the same size as a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Angelic knowledge. You can choose one of these three skills to be proficient with Insight, Religion, History.
Radiant Resistance. If a creature or an object has resistance to radiant, damage to that type is halved against it. If an animal or an object has vulnerability to radiant damage is doubled.
Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Language. You can speak, read, and write Celestials, Common.
Pure Seraphim Aingeal
The Seraphim Aingeal, occupying the lowest ranks, undertake missions assigned by their superiors. These tasks involve assisting those who have lost loved ones or aiding young children. Diligent and ambitious, most Aingeals strive to advance their ranks swiftly. However, it is worth noting that these angels are more prone to breaking the Angel code, becoming Fallen Aingeal. Various reasons contribute to this, such as their fondness for the Material Planes and reluctance to return. Seraphim are recognized for possessing a single set of wings, with a gentle white hue symbolizing their rank. As they ascend the Aingeal Order, their wings grow more prominent, adorned with majestic colors, signifying their elevated service to the heavens. In the Mortal Planes, they assume the guise of ordinary individuals, unremarkable in appearance yet bearing a distinct aura that catches the attention of regular mortals. When pursuing earthly vocations, they gravitate toward professions like teaching, caregiving, construction, and other roles that foster foundational skills. Cherubijn Seraphim Aingeals prefer uncomplicated romantic lives, often adopting the form of high school crushes or lively rebels seeking to infuse excitement into mundane circles of friends. Archonite Aingeal, on the other hand, often find themselves drawn to lower-level law enforcement positions.
Angelic Bolts. You harness the radiant power within you, summoning three bolts of divine energy to your hand. These radiant bolts remain ready for use until your next short rest. During combat or any time before your next short rest, you can direct the bolts at a target within range, making a ranged spell attack against the creature for each bolt. Hit or miss, the bolts release celestial radiance upon impact. On a hit, each bolt deals 1d4 + 1 radiant damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one additional bolt for each slot level above 1st.
Radiant Aura. You emit a gentle aura of radiant light that brings comfort and peace to those around you. Within a 10-foot radius, friendly creatures gain advantage on saving throws against being frightened or charmed. This ability can be used once per short rest.
Righteous Aingeal
The Righteous Aingeal, positioned one rank above the Seraphim, undertake missions of intermediate difficulty, surpassing their lower-ranked counterparts. These assignments involve assuming second-in-command roles in establishments dedicated to the protection and safety of mortals, as well as guiding Seraphim Aingeal towards achieving similar status. If a Seraphim Aingeal serves as a student in a school scenario, the Righteous Aingeal take on roles as teachers, coaches, and head nurses, providing guidance and mentorship to the Seraphim. While they, too, face the risk of falling, their vulnerability lies not in the immature vices of lust or fury that may consume the Seraphim, but in the temptation of pride. They have yet to graduate from dealing with this grave sin, and envy can also tarnish their spirits. Their inclination is to guide those under their care, displaying traces of pride when witnessing the success of their charges, knowing that they played a role in their achievements. Above all, they uphold their commitment to guiding and assisting those in need.
Holy Beam. As an action, your small beam of light intensifies into a medium beam of pure radiance. Make a ranged spell attack using the following formula: 1d20 + Charisma Modifier. On a hit, this beam deals 1d6 radiant damage + Charisma Modifier. The target must then make a Constitution saving throw against a DC of 10 + your Charisma modifier. On a failed save, the target is blinded until the end of its next turn. You can use this feature twice before requiring a short rest.
Angelic Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Holy Aingeal
These exalted beings are the pinnacle of their kind, entrusted with the most monumental tasks such as leading armies, rescuing kingdoms from devils, and engaging in battles against formidable dragons. The magnitude of these challenges often requires the combined might of two or even five of these esteemed Aingeals. Their numbers are scarce, for only a select few of these divine lords exist. These esteemed individuals are organized into the Seven Schools of the Aingeal, scattered throughout the heavens. Each school comprises ten of these revered Aingeals, alongside the Princeps. The seven Princeps assume leadership roles within their respective schools and form the esteemed Council of Seven, responsible for decisions pertaining to operations, missions, and other vital matters. They report directly to the gods themselves. These holy angels are characterized by their purity of heart, indomitable spirit, and unwavering dedication to truth, justice, and the eternal struggle between good and evil. While corruption capable of leading them astray is rare, it is not rooted in sin but rather in the emotion they hold dear: love. Should an Aingeal fall in love with a mortal and choose to forsake their divine nature for a mortal existence, only then will the sanctity of their being be compromised.
Heavenly Smite. As a holy Aingeal, you can channel divine energy into your attacks, infusing them with radiant power. Once per short rest, when you hit a target with a melee weapon attack, you can choose to expend this ability. The target takes an additional 1d4 radiant damage, and if it is an evil creature or undead, it takes an extra 1d6 radiant damage. At 4th level the damage increases to 2d6.
Aingeal. Being a holy angel, you possess the power to bestow a celestial blessing upon a creature. Once per long rest, you can touch a willing creature as an action and grant them temporary hit points equal to your Charisma modifier (minimum of 1). Additionally, the target gains advantage on their next saving throw against a harmful effect that causes them to be frightened or charmed. This celestial gift serves as a reminder of the benevolence that radiates from your angelic essence.
Fallen Aingeal
When an Aingeal strays from its righteous path and forsakes its mission of aiding the downtrodden, succumbing to the temptations of murder, lust, or refusing to return to the celestial realm, a profound transformation occurs. The once radiant wings of the Fallen Aingeal turn black, tainted by their fallen nature. In this state, they acquire twisted versions of their previous powers, no longer able to access their holy abilities until they have repented and sought redemption from their divine Lord. Ironically, this loss of their healing capabilities becomes their own affliction, rendering them unable to save the lives of those mortal friends or lovers who may have played a role in their fall. The Fallen Aingeal's path becomes one of uncertainty and complexity. Some sink deeper into vice, unrepentant and consumed by their newfound darkness, while others desperately seek forgiveness, attempting to seek solace within the embrace of a church, only to be turned away due to the taint they carry. These fallen beings embark on pilgrimages of either vice or piety, striving to regain what they have lost. Unable to regain their holy
powers, some may descend into madness, haunted by the grief of witnessing the mortality of those they once loved, as they succumb to the ravages of time. In their desperation, some seek solace in the depths, forming alliances with creatures of darkness before exerting their dominance over them. The fate of the Fallen Aingeal remains a complex tapestry of emotions, choices, and the eternal struggle for redemption.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Shadow Feathers As an action, you can unleash feathers infused with pure darkness towards a target within 60 feet. Make a ranged spell attack using 1d20 + Charisma Modifier + Proficiency Bonus. On a hit, the target takes 1d80 piercing damage. The target must then make a Dexterity saving throw against a DC of 12. On a failed save, the target takes an additional 1d6 piercing damage. You can use this feature once, and you regain expended uses after a short rest.
Creatures
Suraimu
With a swift and thunderous motion, a barrage of arrows pierced the sky, hurtling towards a peculiar figure. Though she appeared youthful, her unique traits set her apart from the ordinary races of the world. Her ebony, jelly-like skin held an otherworldly translucence, while her appearance bore the likeness of a Half-orc. Unfazed by the onslaught, she fearlessly sprinted towards her assailants, devoid of any protective armor but wielding two tightly gripped swords. As the arrows struck, they adhered to her like glue, failing to draw blood or penetrate her ethereal form. The bandits soon realized their conventional weapons would prove futile against this formidable Surimau, particularly one imbued with the wrathful essence. Realizing the dire consequences of engaging her in combat, all six bandits chose to face the possibility of death in battle rather than the certainty of the hangman's noose. The first bandit charged forth, daggers poised for an initial strike, but to no avail—his weapons met the same fate as the arrows, becoming ensnared in her body. In his futile attempt to retrieve them, he fell victim to her swift retribution. The remaining bandits, undeterred, resolved to confront her, their fates mirroring that of their comrade. A lesson emerged from this encounter: to survive an encounter with a Surimau, be it benevolent or malevolent, one must possess intimate knowledge of their nature and capabilities, lest they succumb to a regrettable fate.
A mysterious beginning
In the vast expanse of nothingness, small slimes emerged, captivating the attention of onlookers. Some found them endearing, while others deemed them a threat to other races, fueling desires for their eradication. Yet, the enigma of their origins intrigued many, for their birth remained shrouded in mystery. Over time, these slimes underwent a remarkable transformation, evolving into humanoid beings that bore a striking resemblance to other races. Despite their similarities, distinct differences set them apart from their counterparts. They christened themselves Suraimu, meaning "slime," while a few began exhibiting peculiar behaviors, succumbing to greed or envy, both within their own kind and towards other races. The Suraimu manifested in seven distinct types: Wrath, Greed, Gluttony, Envy, Lust, Pride, and Sloth. Although most slimes integrated harmoniously into our society, their attire reflected their individuality, aligning with their unique personalities. Each Suraimu species cultivated its own society, with some opting for seclusion from other races, while maintaining amicable relationships should they coexist. The dynamics among the Suraimu remain intricate due to their diverse personalities, ranging from greed to pride and envy. Male slimes are a rarity, seldom seen in their communities. Each slime variant retains its own distinct personality, often associated with its specific color. Remarkably, Suraimu do not require hunting, sustaining themselves by extracting nutrients from the earth, akin to bugs and water.
Slime names.
As newborn slimes emerge into the world, their parents bestow upon them names derived from the first sounds they utter. This unique naming tradition reflects the essence of each individual Suraimu. However, unlike other races, Suraimu names are neutral, allowing them the freedom to explore their identities without the constraints of gender-specific appellations. This practice further promotes inclusivity and celebrates the diverse nature of the Suraimu community.
Neutral Names: Buu, Suu, Bubbles, Blobby, Nomi, Negi,
Suraimu Racial Traits
Ability Score Increase . Your Constitution score increase by 1.
Size. It depends what you can decide on what height you want to be but on the line of little, small and medium size.
Speed. Your base walking speed is 30 feet.
Age. The age of the Suraimus is unknown people say they can become 500 years old but others say they can live to be 6000 years old. It's really a mystery, the Suraimus don't want to tell others one thing about themselves because they want to keep it a mystery.
Slime Invasion. As a Suraimu, you can go through small holes and cracks in walls, doors, etc. And for some mysterious reason, your clothes go with you.
Simple slime. You as a Suraimu are able to make simple things from slime that you can use to do things like create a key that can open locks or create a glass to pour water in. The slime is infused with magic that makes the slime hard and it has a one time use and then will break. This feature can only be used once a long rest, but it's up to your DM what items he/she allows you to create.
Language. You can speak, read, and write Common
Black Suraimu (Wrath)
The Black Suraimu, known as the Wrathful Slimes, possess a gentle nature despite the unfortunate misfortune that accompanies them. They yearn for harmony with others but find themselves surrounded by calamity wherever they roam—an affliction they despise. However, a few embrace this curse and wield it as a tool to inflict terror upon unsuspecting victims. With arduous dedication to meditation, they can master control over their chaotic energy. Regrettably, the Black Suraimu, though kind-hearted, face rejection and fear from nearly all other races due to their inherent sins. They bear no grudge, recognizing their own personalities as a curse and preferring seclusion from other beings. Yet, there are courageous slimes who venture forth, determined to prove their true nature to a skeptical world. Black Suraimu cherish simple activities together, such as gardening, singing, and delightful family game nights. Alas, not all is serene and joyful in their existence, for their curse taints the environment. Natural disasters like earthquakes and sudden withering of flowers occur frequently. Accidental mishaps afflict animals, resulting in broken limbs or birds colliding with trees. The Black Suraimu diligently aid and protect these creatures, ensuring their recovery and safety. Seek the Black Suraimu amidst enchanting fields of blooming flowers or serene parklands, where their presence bestows a unique beauty upon the surroundings.
Ability Score Increase. Your Strength score increases by 2.
Chaotic Understanding. You have proficiency in Nature and Survival.
Chaotic Balance. You possess Chaotic Balance, your attacks and spellcasting causes your chaotic nature to fluctuate. Whenever you roll to attack/cast a spell or impose a save on another creature, on a nat 1 (optional the DM can have you roll a d10. If you roll a 1,2,3,) you need to roll on the Chaotic Balance table to create a random effect using a d100.
Alignment. Just like their chaotic nature, Black Suraimu's alignments are the extremes of both ends, with no in between. Each one is either chaotic or lawful in their alignment.
Purple Suraimu (Greed)
The Purple Suraimu, known as the Greedy Slimes, are creatures of chaos. Under the cover of night, they infiltrate homes and seize whatever they desire, regardless of its value. Their insatiable hunger for possessions drives them, leaving no trace behind as if they were never there. Yet, they possess a kind-hearted nature during the day, harmonizing with almost everyone, only to be consumed by their greed when darkness falls. Through rigorous meditation, they can learn to control this impulse, though it demands great effort. In daylight, these slimes radiate happiness and spread joy, readily lending aid to those in need. However, as night befalls, their personalities darken, becoming exceedingly covetous, often stealing from those they recently assisted. With the dawn, they awaken to their misdeeds, returning the pilfered items to their rightful owners, regardless of the consequences they may face. During the day, these little slimes eagerly engage in acts of kindness, accompanying elderly individuals on dog walks or offering companionship, as well as playing with as many children as possible. Matured slimes, on the other hand, willingly assist people with their tax returns, finding contentment in their selflessness. However, as night descends, their behavior transforms. Children and adults alike become relentless collectors, seizing anything within their grasp, including pets, as they are particularly drawn to shiny objects. The Purple Suraimu find solace in the depths of sewers, drawn to the peculiar allure of such places.
Ability Score Increase. Your Dexterity score increases by 2.
Slyness. You have proficiency in Sleight of Hand.
Sticky Handed. You have proficiency with the Thieves tools.
Transparency. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Eyes of Avarice. Whenever you make an Intelligence (History) check related to the Value of Jewelry, coins and Art, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Alignment. The Purple Suraimu are more keen to be (chaotic/good) they don't have any ill will towards the other races. However, because of their greedy personality they will cause trouble for themselves and others.
Orange Suraimu (Gluttony)
The Orange Suraimu, known as the Gluttonous Slimes, encompass various types with distinct inclinations. Some are driven by an insatiable hunger for knowledge, while others possess an insatiable appetite for food. However, in the morning and afternoon, they exude remarkable generosity. With dedicated meditation, they can attain control over their impulses, though it demands great effort. The personality traits among the Orange Suraimu differ significantly. Some passionately pursue knowledge, while others relentlessly indulge in culinary delights, but this behavior manifests primarily during the afternoon and evening hours. During the morning and afternoon, their benevolent nature shines through, as they eagerly share their food and knowledge with as many individuals as possible. Throughout the day, the Orange Suraimu find fulfillment in their roles as teachers and cooks. As teachers, they approach their duties with love and unwavering dedication, striving to guide the children of tomorrow onto the right path. As cooks, they revel in the art of gastronomy, seeking to create and share exquisite dishes with people of diverse races, aspiring to one day craft the greatest cuisine of all time. However, as the afternoon transitions into night, their personalities undergo
a shift. The knowledge-seeking individuals become self-centered, immersing themselves in libraries, while those with culinary passions abandon their inclination to share, indulging solely in their own consumption. These slimes establish their homes within the restaurants and libraries they work at, finding solace in knowing they won't be disturbed in their solitary pursuits.
Ability Score Increase. Your Intelligence score increases by 2.
Inquisitive Hunger. You have an advantage with any skill check that has to do with food.
Examination. Over the course of two hours, you can insert an item into your body that is equal to or smaller than you. During this time, you may gain the effects of the Identify spell if you concentrate on the item inside you. While doing so, you do not gain the benefits of taking a rest. You can use this ability a number of times equal to your Constitution modifier (minimum 1) You regain one use of this ability after a short rest and all uses after a long rest.
Bottomless Pit. At 3rd level, you learn the spell Rope Trick, and can cast it inside of you once with this ability without using a spell slot. When cast in this way, the entrance to the extradimensional space is your mouth, and whatever you eat goes inside. You regain all uses of this ability after a long rest.
Alignment. Orange Suraimu are mostly well behaved people (good) But some of them will go to extreme ways to get knowledge or their favorite food. (chaotic/good) They can't help themselves due to their nature change.
Red Suraimu (Pride)
The Red Suraimu, also known as the Prideful Slimes, possess a peculiar split personality disorder. They often find themselves in a state of nervousness, but unexpectedly, they can undergo a complete transformation, becoming filled with an overwhelming sense of pride. While their prideful nature leads them to believe they are flawless and adored by all, they harbor a deep disdain for their own personalities. Sadly, most individuals perceive them as bothersome creatures due to their excessive pride. Firmly convinced that they are divine gifts, they consider themselves perfect in every conceivable way and remain indifferent to the opinions of others. However, when they switch back to their nervous state, anxiety engulfs them as they fear being disliked by those around them. This fear prompts them to steer clear of other races, particularly in large crowds, lest they inadvertently switch personalities and provoke anger in others. In their pursuit of self-expression, the Red Suraimu often gravitate towards politics, where they feel they can fully embrace their prideful demeanor. Some also seek employment as judges and guards, although they struggle to keep their overpowering personality traits in check. As a result of their self-perceived grandeur, these red slimes prefer to reside in their own houses, firmly convinced that such accommodations befit their elevated status.
Ability Score Increase. You can pick two other Ability Scores of your choice increase by 1.
Tell me I'm perfect!. You have proficiency in Persuasion And Performance.
Saving Face. Red Suraimu are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain one use of this ability after a short rest and all uses after a long rest.
Hey You!. You learn the Viscous Mockery Cantrip.
Alignment. The red Red Suraimu are normally really nice creatures a shy but nice (good). However, sometimes when their personality disorder comes up then they will think people like them no matter what they do (chaotic/neutral).
Pink Suraimu (Lust)
The Pink Suraimu, also known as the Lusty Slimes, possess an insatiable sexual desire and an intense appetite for various pursuits. However, they view these traits as a curse, as their true nature is that of loving and caring creatures. While they can learn to control their desires through diligent meditation, it remains a challenging endeavor. The personality of Pink Suraimu is characterized by their sensuality and affectionate nature. When their loving side dominates, they display remarkable kindness and a willingness to assist anyone in need. However, their sexual side is more seductive and alluring, often leading to disruptions in relationships, workplaces, and everyday encounters. Yet, upon realizing the consequences of their actions, they make earnest efforts to rectify the situation and make amends. The Pink Suraimu can be predominantly found frequenting taverns, inns, distilleries, and brothels, where they feel comfortable indulging in their desires.
Many take on roles as wenches or barkeeps, engaging in playful banter and flirting with customers, while some choose to work in more conventional settings such as flower shops. Ultimately, it is within the walls of inns and brothels that Pink Suraimu are most commonly encountered, embracing their true nature and seeking meaningful connections.
Ability Score Increase. Your Charisma scores increases by 2.
Alluring Pink. You have proficiency in Persuasion.
Seducing charm. As an action, you can magically beguile the mind of a creature that can see and hear you within 10ft(more if you want). The target makes a WIS save vs your DC (8+Prof+Charisma), on a success nothing happen. For 1 hour, you have advantage on Charisma checks made against the target as they see you as a close friend or lover. If you or any of your allies attack or damage the target, or tries to convince the target directly harm itself, this effect ends. you can use it equal to your Charisma modifier minimum 1. You regain one use of this ability after a short rest and all uses after a long rest.
Alignment. Pink Suraimu are very nice people (good) but when their sexual desires come up, they will become very focused on the person they are attracted to (chaotic/Lawful).
Green Suraimu (Sloth)
The Green Suraimu, known as the Slimes of Sloth, possess an exceptional penchant for laziness and minimal activity. Other races often find them mildly bothersome as they tend to obstruct paths in front of stores and houses. However, they are not despised in any way because during the night, they undergo a remarkable transformation, becoming remarkably active and enthusiastic about performing various tasks. Throughout the day, the Green Suraimu exhibit little activity, spending most of their time slumbering or leisurely relocating to find a new place to rest. Yet, as night falls, they burst into action. With astonishing swiftness, they engage in unrequested chores that are often appreciated by others. The Green Suraimu can be found inhabiting diverse locations, seemingly everywhere and nowhere at the same time. They have a proclivity for positioning themselves in front of shops and people's houses, leisurely lingering at their thresholds.
Ability Score Increase. Your Constitution scores increases by 1 and Wisdom scores increases by 1.
Healthy nutrition. You have proficiency in Medicine.
Simply Lazy. You are able to cast the cantrip Mage hand.
Edible Jelly. Over the course of a long rest, you can infuse balls of your slime with medicines, holy water, poisons, nutrients or other acceptable items provided you have the correct items needed (Healer's Kit, Poisoner's Kit, Rations, etc.) Infusing slime balls takes one use of the item infused and can be thrown at or given to a creature with a range of 30/90 ft, and you are proficient with your slime balls. On a hit, a healing ball heals a number of hit points equal to the healing item infused. A poison ball deals poison damage and requires a Constitution saving throw equal to the poison used. A food ball when eaten gives the benefits of a full meal. Holy water deals 2d6 radiant damage to a fiend or undead.
Nocturnal Charge. At night or in darkness, long rests only take 6 hours instead of 8. Also, during the day you have a movement speed of 25ft, and at night you have a movement speed of 35ft.
Alignment. In the daytime, Green Suraimu don't really care what the other races would think about them (neutral). However, at night, some become very energetic and do chores for people who forget or are too lazy to do them, for the better or the worst (Chaotic/good).
Blue Suraimu (Envy)
The Blue Suraimu, also recognized as the Slimes of Envy, possess a propensity for jealousy. They have a tendency to imitate others in an attempt to feel more intelligent or accomplished. They harbor resentment towards individuals who are luckier or more attractive than themselves. However, they strive to suppress their envious nature and present a pleasant demeanor to others. The Blue Suraimu typically possess a warm and amiable disposition, often displaying a great sense of humor. Nevertheless, when they encounter someone superior to them, they become reserved and disengaged. They harbor a determination to surpass their target, relentlessly shadowing them and striving to make their existence a living nightmare. Given their envious inclinations and desire to outshine others, many Blue Suraimu find themselves drawn to careers in the entertainment industry. They seek to bring joy to people's lives, but secretly yearn to surpass the very individuals they mimic. Beyond their envy, they strive to treat other races with kindness and respect. Their abodes are often found within theaters, occupying storage rooms and similar spaces.
Ability Score Increase. Your Charisma score increase by 1 and Dexterity score increase by 1.
Slimetastic. You have proficiency in Deception and Stealth.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Glamour. You can use your body to change your outfit into any one that you have seen. You don't gain any benefits the original outfit would've had, and you must use a bonus action to do so.
Jealous Outburtst. At 1st level, you learn the spell Hellish Rebuke, and can cast it once with this ability without using a spell slot. You regain all uses of this ability after a long rest.
Alignments. Blue Suraimu are all around jealous creatures (chaotic/neutral). However, they do try to be nice to the other races (chaotic/good).
Chaotic Balance Table
1-2. Everyone hears an annoying peep 15 feet of radius they need to make a con saving throw otherwise they are deafened for 5 minutes.
3-4. Birds fly above everyone in a circle of 30 feet radius will get covered with bird poop.
5-6. For 10 minutes, all metal objects are magnetically attracted to the Suraimu in 20 feet of radius.
7-8. The Suraimu will let off unbearable heat, and everyone in a 15 feet radius needs to make a constitution saving throw or else lose 10 feet of movement for 10 minutes and gain a level of exhaustion.
9-10. You start secreting extra slime. This extra slime can be consumed, healing for 2d6 + 2 health.( 11-12 You turn into a slime puddle, unable to move, for 5 minutes.
13-14. Every person between 15 feet radius of the Suraimu will ne struck by lightning. They will take 1d6 lightning damage.
15-16. The Suraimu will produce a nice flowery smell every party member will gain +1 attack and +1 damage for one turn.
17-18. an earthquake is suddenly happening. Everyone between Suraimu 30 feet radius needs to make a dexterity saving throw otherwise. They will take 1d6 Bludgeoning damage.
19-20. You roll to get a random feat from one of the other slime colors for 1 hour. Roll a 1d8 a nat 1 is nothing. Your DM desides what you will get.
21-22. Your slime body starts lashing out with quick slime tentacles. Anyone within 5 feet must make a dexterity save or take 1d6 bludgeoning damage. On hit, make a Strength check as well. On a fail, you are now grappled and to get out you need to continue to make Strength checks.
23-24. Your slime will expand itself and explodes and reforms itself. However, any party members within 15 feet of radius and will be equipped with slime armor and will take halve damage on a damage roll for one round.
25-26. Your slime will expand itself and explodes and reforms itself every enemy within 15 feet of radius will regain 1d6 of health.
27-28. Your slime becomes stretchy for 30 minutes. Your melee attack range is extended by 5 feet.
30-31. Your slime will create a mini slime eithin 25, feet of radius that will run over to an enemy of your choosing. The enemy must make a dexterity saving throw on fail it will explode, and the enemy will take 2d10 force damage.
31-32. Suddenly out of the body of the slime spikes will appear every creature within 5 feet will take 1d4 piercing damage.
33-34. Your slime will expand and explode with corrosive vitriol. Any creature within 10 must make a dexterity saving throw. On failure, -1 to AC.
35-36. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a personality boost and will have an advantage with a Charisma skill of his her choice.
37-38. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a strength boost and will have an advantage with Athletics skill.
39-40. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets an agility boost and will have an advantage with a Dexterity skill of his her choice.
41-42. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a Knowledge boost and will have an advantage with an Intelligence skill of his her choice.
43-44. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets an awareness and experience's boost and will have a advantage with an Intelligence skill of his her choice.
45-46. A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a Constitution boost. Your temporary hit points will rise with 10.
47-48. The slime will drop a lump of slime that will transform into a Gray Ooze. On its turn, it will attack the closest creature.
49-50. Your slime would give off a Terrible odor in a 20 feet radius, and your allies have disadvantage on their next attack roll.
51-52. Your slime will move out of itself and instead attack the enemy he/she will attack the closest Allie.
53-54. Your slime randomly chooses one of his/her party members, and he/she Will lose his/her ability to hold his/her breath for 1 day.
55-56. Your slime randomly chooses one of his/her party members, and it will reduce it's swimming speed by 10 feet.
57-58. The slime hardens for +1 AC but can't move and attack next turn.
59-60. The body of the slimaru turns to vapor but holds its original shape. Your supplies fall on the ground but while in this form, you can still manage to hold one item in your hand. You now have a flying speed equal to your movement speed for 10 minutes.
61-62. When the slime moves it now leaves behind a sticky substance making the terrain difficult to move on a roll a Dexterity saving throw on a fail you will fall over and take 1d4 falling damage, and you lose the rest of your movement.
63-64. You lose the function to hold your body together somewhat and keep wobbling back and 1 round. Attacks on you have disadvantage.
65-66. Your fist harden and cant hold any items anymore but you can make unarmed strikes doing 1d6 damage.
67-68. You will choose a random party member, and he/she would be able to hold its breath for 3 minutes + Constitution modifier for 1 day.
69-70. Your body becomes colder and can make black ice cubes fall out of your hands.
71-72. Your slime's body begins to bubble from a certain heat, and you can cast fire breath.
73-74. Your body becomes very cold creatures within 15 radius must make a Constitution DC 14 saving throw or take 1d4 cold damage.
75-76. Your slime's body begins to bubble from a certain heat a piece of slime will jump on to 1 random Allie, and he/she will gain 1d4 to their next attack.
77-78. The slime would not be able to use any attack or use magic for their next turn.
79-80. The slime would choose a random Allie, and he/she would be stunned for one turn.
81-82. The slime will puke out some of her own slime on the nearest creature, and he/she will take 1d4 acid damage and has disadvantage on Charisma rolls for one day.
83-84. The slime would give a random creature for one turn a wizard cantrip to use as their action.
85-86. The slime would choose a random party member she will lose 1d4 on their next attack roll.
87-88. he slime would choose a random party member. He/she will lose 1d4 on their next damage roll.
89-90. The slime will let lose freezing liquid, and every creature in 15 feet radius must make a Constitution saving throw on a fail you take 1d4 cold damage, and their feet are frozen solid. You need to continue to make Athletics checks to break free.
91-92. The slime must make a Strength saving throw, or it will do self-harm for 1d6 bludgeoning damage.
93-94. Your slime's body moves out of it self and takes weird shapes.
95-96. For 10 minutes, your slime body starts to display an array of colors, changing every second.
97-98. During your next long rest, you start to produce extra slime. This extra slime grows until it is a complete doppelganger of you. It has all your stats and abilities, and is as intelligent as you. It's alignment is chaotic evil.
99-00. You start to produce an intoxicating slimy smell. Any creature within 10ft of you is stifled by your stench, inflicting disadvantage on all saving throws. Lasts 5 minutes.
Classes
Arcane Archer
In the aftermath of the vanquished giant, the party takes a moment to catch their breath, their triumph etched upon their faces. The barbarian's mighty bellow subsides, replaced by a triumphant grin, while the cleric's prayers of gratitude fill the air. From the shadows, the rogue emerges, a mischievous glint in their eyes, their patience rewarded with the satisfaction of a successful ambush that turned the tide of battle. The monk, their fists still crackling with residual energy, returns to the group, a look of determination marking their features. As the dust settles, you take a moment to reflect on the power of the arcane, the very essence that flows through your veins. Your journey as an arcane archer has been one of relentless pursuit of ancient and arcane knowledge. Wizard academies and monastic orders have opened their doors to you, revealing secrets that have shaped your understanding of the arcane arts. The wonders of magic and the mysteries of the gods have become the focus of your insatiable curiosity, driving you to seek answers in the farthest corners of the realms. Through your adventures, you have come to understand the hardships that accompany a life of constant exploration. The comforts of a warm bed and a relaxing bath have become distant memories, replaced by
the thrill of discovery and the resilience forged in the crucible of danger. The path of an arcane archer demands resilience and adaptability, traits honed through countless trials and tribulations. In the company of your fellow adventurers, you have learned the value of unity and the strength that lies in a cohesive team. Each member brings their unique skills and abilities to the table, creating a synergy that is greater than the sum of its parts. Together, you face challenges that would be insurmountable alone, relying on each other's support and camaraderie to emerge victorious. As an arcane archer, you wield your bow with purpose and precision. Each shot is a testament to your careful planning and strategic foresight. The ethereal arrows you conjure are infused with arcane power, their impact carrying the weight of your mastery over the magical arts. Through your bows and arrows, you channel the forces of creation and destruction, weaving spells and unleashing devastating volleys upon your foes. But beyond the battlefield, your role as an arcane archer extends to the realms of knowledge and power. Your intellect and wisdom guide your every decision, whether it be deciphering ancient texts or unraveling the mysteries of the arcane weave. You stand as a beacon of enlightenment, bridging the gap between the tangible and the mystical, seeking to unlock the secrets that lie hidden beneath the surface of reality. In your pursuit of adventure and enlightenment, you forge your own destiny, leaving an indelible mark upon the world. Your actions reverberate through the annals of history, inspiring future generations to follow in your footsteps and explore the wonders of the arcane.
As the tapestry of your journey continues to unfold, you remain steadfast in your commitment to growth, pushing the boundaries of what is known and embracing the ever-present allure of the unknown. Thus, as an arcane archer, you stand poised on the precipice of infinite possibilities, your bow an extension of your will and your spells a manifestation of your dreams. With intellect, agility, and the arcane arts at your command, you venture forth, ready to leave an indelible legacy upon the realms and shape the course of history with every arrow that finds its mark.
Way of the Arcane
Their journeys take them to the farthest reaches of the land, where they seek out hidden enclaves of wisdom and commune with ancient beings. They immerse themselves in the study of ancient scrolls and delve into forgotten tomes, piecing together fragments of arcane lore to deepen their understanding. Wizard academies become their sanctuaries, and monastic orders welcome them into their inner sanctums, eager to share their insights into the wonders of magic and the mysteries of the gods. The hardships they endure on their path forge their resilience and fortitude. They grow accustomed to a life far from the comforts of civilization, finding solace under starlit skies and drawing strength from the untamed wilderness. Dry beds and hot baths become rare luxuries, replaced by the thrill of exploration and the satisfaction of unearthing hidden secrets. As they navigate the intricate web of their own existence, arcane archers discover that their abilities alone are not enough to overcome the challenges they face. They learn the value of camaraderie and the strength that lies in unity. They seek out companions who can carry their own weight in battle, forging bonds of trust and collaboration. Together, they form adventuring parties that are greater than the sum of their parts, synergizing their skills and abilities to overcome even the most formidable adversaries. In the grand tapestry of adventuring, arcane archers stand as paragons of intellect and skill, driven by their unyielding thirst for knowledge and their unwavering determination to leave their mark on the world. Through their arcane arts, they unleash the power of the cosmos, wielding their bows as conduits of magic and transformation. They are the embodiment of versatility, capable of adapting to any situation and providing the support, offense, or strategic advantage needed in the heat of battle. Thus, the legacy of the arcane archers endures, woven into the annals of history as the seekers of knowledge, the wielders of arcane might, and the guardians of balance. Their impact on the realms they traverse reverberates long after their bows are laid to rest, inspiring future generations of adventurers to follow in their footsteps and embrace the allure of the arcane. Their stories become legends whispered around campfires, reminding all who hear them of the power that lies within those who dare to blend wisdom, skill, and magic in their pursuit of adventure and enlightenment.
practitioners of the ranged arcane
Not every Arcane Archer emerges from the ranks of castle defenders or elite royal archers. While some may have honed their skills within the structured walls of military institutions, many others choose the path of adventure, driven by a thirst for knowledge and a yearning for exploration. These intrepid souls embark on journeys that take them far and wide, visiting ancient ruins, wizard academies, monasteries, and other sacred places in their quest to unravel the mysteries of magic or deepen their connection with the deities they serve. The life of an arcane archer is marked by a constant pursuit of understanding and enlightenment. They eagerly seek out opportunities to learn from sages, wise hermits, and ancient tomes, expanding their magical repertoire and discovering new techniques to infuse their arrows with arcane power. These inquisitive archers are well-versed in the history of magical traditions, elemental forces, and the intricate workings of the planes, forever seeking to broaden their understanding of the world around them. While the pursuit of knowledge is a driving force, arcane archers also embody the spirit of adventure. They relish the thrill of exploration, venturing into uncharted territories and facing the unknown with unwavering courage. The hardships of the road are not foreign to them, for they have grown accustomed to life far from the comforts of a dry bed and a hot bath. Sleeping under the stars, enduring the elements, and facing danger head-on have become part of their everyday reality. In their quest for mastery, arcane archers develop a keen sense of self-reliance. Their magical abilities, paired with their exceptional archery skills, make them formidable combatants. They can summon mystic arrows imbued with elemental energies, wield spells with precision, and manipulate the very fabric of reality to turn the tide of battle. Yet, they are acutely aware that true success lies in collaboration and cooperation with their fellow adventurers. Arcane archers understand the importance of a well-rounded adventuring party. They recognize the value of allies who can hold their own in battle, appreciating the diverse skills and talents that each individual brings to the group. They are willing to lend their magical prowess to support and enhance the capabilities of their companions, forging bonds of camaraderie and trust. Whether providing healing and protective spells to bolster the group's defenses or unleashing devastating magical assaults against enemies, they understand that synergy and teamwork are key to overcoming the greatest challenges. In the grand tapestry of adventuring, the arcane archers stand as fierce and independent souls, driven by their insatiable curiosity and desire for knowledge. They traverse uncharted lands, face formidable foes, and endure hardships with unyielding determination. Through their mastery of arcane arts and skilled archery, they contribute to the collective strength of their party, working together to overcome the challenges that await them on their daring quests. Their presence adds depth and versatility to any adventuring group, and their relentless pursuit of magical understanding ensures that the arcane arts continue to flourish and evolve in the realms they explore.
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Making an Arcane Archer
When crafting your Arcane Archer, delve into two crucial aspects of your character's background: the origins of your archery prowess and extraordinary powers that set you apart from other archers. Reflect on the driving force behind your desire to possess such abilities and the challenges you faced in obtaining them. Did you undergo rigorous training under the guidance of seasoned warriors or a skilled mentor, or did you forge your own path through relentless determination and self-discipline? Consider the origin of your weapons and armor, whether they were inherited, discovered in hidden caches, or meticulously crafted by your own hands. Contemplate the nature of your power—is it a divine gift that flows through your veins, a burdensome curse you seek to overcome, or a pact forged with otherworldly forces to gain acceptance from society? Regardless of how you acquired your power, it now belongs to you, and as you wield it, you determine its purpose and the best way to utilize it for the greater good.
Quick Build
For a swift creation of an Arcane Archer, consider these guidelines. Prioritize Intelligence as your primary attribute if you aim to pursue the Shadow Archer or Elemental Archer archetype. Alternatively, opt for Wisdom if you intend to select the Seraphim Archer or Nature Walker archetype. Your secondary highest ability score should be Dexterity. As for your character's background, two recommended options are the Hermit or Acolyte backgrounds.
Class Features
As a Arcane Archer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per class_name level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per ranger level after 1st
Proficiencies
Armor: Medium armor, Shield
Weapons: Ranged weapon, Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Religion, Arcana, Insight, Investigation, Sleight of Hand, Perception, Stealth, and Survival, Acrobatics.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Leather armor,
- (a) Arcane Shortbow (b) Arcane Light Crossbow.)
- (a) a Explorer's Pack (b) a Dungeoneer's Pack Alternatively: You can ignore the equipment provided by your class and background, and start with 5d4 x 10 GP.
Arcane Arrows
Starting At 1st level, you can focus your arcane abilities through your bow. For any weapon that requires ammunition, you create arrows or bolts from arcane energy as you attack. From 2nd level, these arrows or bolts deal magical damage, of a type determined by your choice of Arcane Archetype.
Arcana Style
Starting at 1st level, an Arcane Archer has the option to change the shape of their bow made of Arcane magic, In some situations a longbow is required. As for close range two hand crossbows are more prefered.Changing the shape requires an action. These are the following bows you can choose. At the beginning you own one bow off 2 choices ( Shortbow, Light Crossbow) You have to buy the other bows yourself. When bought they will dissolve into Arcane magic and when summoned the bow has transformed into an arcane bow with it’s own ability.
- Longbow. You can choose to use str or dex to hit and damage rolls.
- Shortbow. You don’t take disadvantage when firing within 5ft.
- Hand Crossbows. Provided that you have bought two, you may summon both of them instead of only one. Once per turn, you may fire both Crossbows as part of one attack, dealing 2d6 + your dexterity modifier on a hit.
- Light Crossbow. You crit when you roll a 19 and a 20
- Heavy crossbow. you ignore 1/2 cover with your attacks.
In addition, you can use a bonus action to summon your bow of choice around your arcane handle. Your chosen bow disappears if it is more than 10 feet away from you for 1 minute or more, or if you dismiss it (no action required).
Arcane Archer Archetypes
Starting 1st level, Arcane Archers are bound together by the marriage of magical spells with the martial pursuit of archery. However, the source of this magic can vary greatly. When you choose this class at 1st level, you choose one of the following subclasses to represent the way you practice magic. This subclass will determine your spellcasting ability, and modify your spell list.
Dark Ranger
The Dark ranger combines the mastery of the arcane with the art of the necromancy. Then you are able to learn powerful spells and raise the dead to fight for them.
Seraphim Archer
You are willing to walk the support path? and learning useful healing and buffing spells to help your party members when they need it the most.
Elemental archer
You are an arcane archer but you feel more close to elemental magic. You shoot much powerful elemental magic like firebolt.
Nature Archer
So the Nature path is for you? Then you unlock to feel the nature its accents around you. You can use very useful nature spells to defeat your enemies.
Spellcasting
Arcane Archers are the mixture of a mastery between the archery world, and the unknown arcane, using their bows as a spellcasting focus, they can do things never before imagined, to go beyond just killing your enemies, but are versatile in combat and out of it, depending on their choice of path they take, they can go as far as to resuscitate allies, making earthquakes, and even controlling nature itself to its favor.
Your spells, while powerful, are limited in options compared to other spellcasting classes.
Spell Slots
The Arcane Archer table shows how many spell slots you can cast your spells of 2nd level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot, you can cast Magic Missile using either slot.
Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the Arcane Archer spell list.
The Spells Known column of the Arcane Archer table shows when you learn more conduit spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Arcane Archer spells you know and replace it with another spell from the Arcane Archer spell list, which also must be of a level for which you have spell slots.
Blessed Archer
Starting at 2nd level, you learn 2 cantrips of your choice from the Arcane Archer spell list. This number increases to 3 cantrips at level 5, and 4 cantrips at level 9. Whenever you gain a level in this class you can replace any number of cantrips you learned from this feature with another from the Arcane Archer spell list
Sensor arrow
Starting at 2nd level, you can create a sensor arrow with arcane magic that will detect any unwanted creatures nearby. As an action when using this ability, fire or plant the arrow within the range of 80 feet in an object or the ground. This projectile does no damage, and instead creates a magical field in a 30-foot cube around it. While within a mile of the arrow you hear a mental alarm every time a creature enters or exits the cube, with a different sound dictating which one.. This alarm instantly wakes you from sleep. The field lasts 8 hours and can end early if you choose. After using this feature twice you regain only on short or long rest to use it again.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Empowered Ammunition
Beginning at 3th level, once on each of your turns, when you hit a creature with a ranged spell attack or a ranged weapon attack, you choose to deal an extra 1d6 damage of any type it deals.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Attunement
Starting at 5th level, choose a damage type from the list below, your choices are restricted by your Arcane Archetype. You gain resistance to the chosen damage type.
Shadow Archer. Necrotic, cold.
Elemental Archer. Fire, Lightning.
Seraphim Archer. Radiant, Thunder.
Nature Archer. Acid, Poison.
Teleport Arrows
Starting at 7th level, you can enchant and fire an arrow at a point you can see within 150 feet and choose either of the following effects:
- Up to eight willing creatures of your choice that you can see within 10 feet are immediately transported to empty spaces within 20 feet of that point, along with anything they are wearing or carrying.
- Choose one creature within 30 feet to transport to that point. If the creature is unwilling it can make a Wisdom saving throw against your Spell Save DC. On a success it is unaffected, and gains immunity to this ability for 24 hours. On a failure it is immediately transported to that point along with anything it is wearing or carrying. You can use this feature a number of times equal to your spellcasting ability modifier, and regain any expended uses when you finish a Short or Long rest.
Archer's Evocation
Starting at 11th level, you can evoke a small amount of magical power into any arrow you generate. Once per turn, when you hit a creature with your bow, you can choose a cantrip you know that deals damage and have the creature take extra damage as though they had been hit by the cantrip and it had been cast by a 1st level caster
Coruscating Lance
Starting at 15th level, as an action, you draw back an arrow and charge it with an excess of arcane power, then release it to send a lance of magical energy that can pierce through any obstacle in its path. All creatures in a 30 foot straight line must make a Dexterity saving throw against your Spell Save DC. On a failure, a creature takes 4d10 magical piercing damage, and half as much damage on a success. Once you have used this feature you cannot do so again until you finish a short rest.
Ethereal arrows
Starting at 20th level, your arrows become ethereal, being able to hit enemies on ethereal planes and being able to shoot through obstacles. Your ranged attacks ignore the effects of half and three quarters cover. In addition, you can make ranged attacks against targets behind full cover, but all attacks targeting them are made with disadvantage. no disadvantage at long range.
spell list
Cantrips (0 Level)
Acid Splash
True Strike (invisible arrow)
Control Flames
Mage Hand
Thaumaturgy (invisible arrow)
Sacred Flame
Ray of Frost
Frostbite
1st Level
Hunters Mark
Detect Magic (need to shoot a arrow to the ground or object)
Guiding Bolt
Sanctuary
Mage Armor
Color Spray
Grease
Magic Missile
Burning Hands
Zephyr Strike
Armor of Agathys
Earth Tremor
2rd Level
Magic Mouth (invisible arrow)
Shatter
Silence Cordon of Arrows
Suggestion (invisible arrow)
Aganazzar scorchr
Maximilian's Earthen Grasp
Magic Weapon
Dragon's Breath
Invisibility
Levitate
3rd Level
Flame Arrows
Lightning Arrow
Water Breathing
Sending (invisible arrow)
Create Food and Water
Daylight
Thunder Step
Erupting Earth
Water Walk
Fireball
4th Level
Wall of Fire
Storm Sphere
Meld into Stone
Greater Invisibility
Storm Sphere
Vitriolic Sphere
Wall of Fire
Arcane Eye
Ice Storm
5th Level
Arcane Hand
Control Winds
Immolation
Modify Memory (invisible arrow)
Telekinesis (invisible arrow)
Wall of Force
Wall of Light
Wall of Stone
Seeming
Shadow Archer
The Shadow Archer uses Intelligence as it’s spellcasting modifier. And for every spell it uses Intelligence.
Darkness Shot
Starting at 1st level, you can attune your arrows to the shadow of the abyss, giving them Necrotic, Cold or Piercing damage. You can change the damage type once a short rest.
Gloom Curtain
Starting at 1st level, you fire an arrow of smoke and darkness, and a 30 ft long, 15ft tall area in a straight line becomes Heavily Obscured for an hour and every 3 levels it will gain 1 hour of duration. This feature can be used twice a long rest.
Darkness Spells
Starting at 2nd level, you can also choose between these spells. for each Levels up to level 5.
Level 2: Eldritch Blast(cantrip), Chill touch(cantrip), Charm Person, Fog Cloud, Command, Cause Fear, Hideous Laughter
Level 5: Darkness, Cloud of Daggers, Crown of Madness, Hold Person,, Ray of Enfeeblement, Suggestion, Ray of Sickness,
Level 9: Speak with Dead, Counterspell, Summon Lesser Demons, Animate Dead
Level 13: Banishment, Blight, Dimension Door, Hallucinatory Terrain, Summon Greater Demon, Level 17: Danse Macabre, Circle of Death, Circle of Death,
Black Arrow
Starting at 6th level, when you hit a creature with an attack you make using your chosen bow, you can cause the arrow or bolt to impart pure negative energy into the target, able to drain the life from a creature instantly. If the creature you hit has a CR of 1/4 or less, it is immediately reduced to 0 hit points and dies, otherwise roll a d20 and add your spell attack bonus. If the total of this roll is greater than the creature's remaining hit points, it is reduced to 0 hit points and dies exploding in a bloody mess. If the target of this attack dies, a skeleton rises from the remains. Uses the skeleton stat block in the players manual, except that the skeleton has a number of hit points equal to your Arcane Archer level. If the creature was large or larger, use the stat block for an ogre skeleton, and its hit points are equal to double your hunter level. The skeleton turns to a pile of bones after 1 hour if it's not killed. Once you have used this feature, you can't do so again until you complete a long rest.
Enfeebled arrow
Starting at 10th level, you can use an action on your turn to fire an arrow imbued with dark magic that saps creatures of their strength and energy. Pick a point within 80 feet that you can see. Creatures within a 20-foot radius sphere of that point must succeed on a Strength saving throw against your Spell Save DC. On a failure, a creature takes 3d6 cold or necrotic damage and their speed is halved until the end of your next turn. On a success, they take half as much damage, and their speed is unaffected.
Black Flame Arrow
Starting at 14th level, when you hit a creature with an attack you made using your bow, you can cause the arrow to ignite, engulfing the creature in black flames. For the next minute, or until your concentration ends (as if you were concentrating on a spell), the creature takes 3d8 fire damage at the start of each of its turns. Once you have used this feature, you can't do so again until you finish a short or long rest.
The End
Starting at 18th level when you take the attack action, you can forgo one of your attacks to fire a piece of shadow arcane arrows into the air. It will multiply, blanketing the sky as identical pieces of shadow arcane arrows fall on a point you designate within 80 feet. All creatures within a 30-foot radius sphere must make a dex save, taking 6d10 damage of the type you are attuned to, according to your subclass. or half as much on a failure. Once you use this ability, you must finish a long rest before you can use it again.
Seraphim Archer
The Seraphim Archer uses Wisdom as it’s spellcasting modifier. And for every spell it uses Wisdom .
Holy arrow
Starting at 1st level, you have a deep connection to your god and your bow, you can give your arrows Radiant, Thunder or Piercing damage. You can change the damage type once a short rest.
Hallowed arrows
Starting at 1st level, Faith in your chosen Deity has infused your weapon charging it with holy energy, instead of using ammunition an arrow of pure light will be fired within the range of 80 feet, when using it dealing radiant or thunder damage instead of piercing. When you hit a creature with an arrow you created using your Arcane Arrows feature, you can choose to not deal any damage with that attack. If you do, the creature you hit regains1d4 hit points if they have less than half of their total hit points and are not incapacitated.
At 6th level, this feature restores hit points equal to 1d4 + your Wisdom modifier instead.
Holy spells
Starting at 2nd level, you can also choose between these spells. for each Levels up to level 5.
Level 2: Shield of Faith, Bless, Healing Word, Heat Metal, lesser Restoration, Radiant Soul, Aid
Level 5: Prayer of Healing, Zone of Truth, Blindness/Deafness
Level 9: Mass Healing Word, Clairvoyance, Dispel Magic, Magic Circle
Level 13: Banishment, Guardian of Faith, Confusion
Level 17: Hold Monster, Dream,Planar Binding
Gods Gifting Arrow
Starting at 3th level, you can use buffs to power your comrades. You have 3 holy arrows that you can use as a reaction, in response to (INSERT WHEN YOU ARE ALLOWED TO USE THIS REACTION). When you use an arrow, choose another creature within X feet that you can see and apply one of the following effects.
- The creature’s speed is increased by 10 feet until the start of your next turn.
- The next time the creature makes an attack, roll a d4 and add the number rolled to the attack roll.
- The creature receives a +1 Bonus to its AC until the start of your next turn.
At 6th level, you can have up to 6 gifting arrows, this increases to 9 gifting arrows at 12th level, and 12 gifting arrows at. 18th level. You regain all expended arrows upon completing a long rest.
Gods Improvement Gifting arrow
Starting at 6th level, you get proficient with your buffs, enabling you to create more powerful effects. When you use one of your - Gifting Arrows, you can apply one of the following features instead.
- The creature’s speed is increased by 20 feet until the start of your next turn.
- The next time the creature makes an attack, roll a d6 and add the number rolled to the attack roll.
- The creature receives a +2 Bonus to its AC until the start of your next turn causing them to last 1 turn longer. But I can have one. buff active simultaneously. So if you recast it will be removed from the other player.
- Get additional (20?) feet movement speed 2 turns.
- Get a 1d4 on 1 attack 2 turns.
- 1 Bonus AC for 2 turns.
Divine Arrow
Starting at 10th level, when you hit a creature with an arrow or bolt that you generated using your arcane arrows feature, you can have the attack deal and additional 1d4 damage of any type it deals. At level 16 this increases to an additional 2d4 damage instead.
![](https://66.media.tumblr.com/8af5066042c23db53f04f89a801abc33/tumblr_pruitvkjGE1y9sk7mo1_400.png)
Revival Arrow
Starting at 10h level, your holy arrows are able to revive those on the very cusp of death. As an action, you can choose a creature you can see with 0 hit points that is not dead. If that creature is within 80 feet of you, you shoot an arrow of potent healing energy which restores the chosen creature to 1 hit point. Once you use this feature you can’t do so again until you complete a short or long rest.
Gods Improvement Gifting arrow
Starting at 14th level, your old buffs will be improved and gain a whole set of new buffs. When you use one of your Gifting Arrows, you can apply one of the following features instead: The creature’s speed is increase by 30 feet until the start of your next turn The next time the creature makes an attack, roll a d8 and add the number rolled to the attack roll The creature receives a +2 Bonus to its AC and Dexterity saving throws until the start of your next turn The creature gains advantage on all saving throws against spells until the start of your next turn
Elemental archer
The Elemental Archer uses Intelligence as it’s spellcasting modifier. And for every spell it uses Intelligence.
Elemental Shot
Starting at 1st level, you can attune your bow to any of the 4 base elements of existence. Attuning to the fire element makes your arrows burn with flames and deal fire damage. Attuning to the water element makes your arrows have a chilling air around it and deal cold damage. Atuning it with the element of air makes your bow like a storm, and your arrows are the lightning of the storm, dealing lightning damage. A tuning with earth makes your arrow pack an extra rock solid punch, your arrows deal bludgeoning damage They can also do normal Piercing damage if they wish to do so. You can change between these damage types each short rest.
Lightning Strike
Starting at 1st level, you can merge the atmosphere around your bow creating a lightning arrow that you can shoot at a target within 60 feet of you, make a ranged spell attack, if it hits, the target takes 3d4 lightning damage, and has to make a constitution saving throw against your spell save dc, if it fails, it is stunned by 1 round. You can add an additional 1d4 at the levels 6t, 9th, 12, 15, 18. Once you use this feature, you can't use it again until you finish a Long Rest.
Elemental Spells
Starting at 2th level, you can also choose between these spells. for each Levels up to level 5.
Level 2: Firebolt (cantrip), Lighting Lure (cantrip), Mold Earth (Cantrip),
Level 5: Dragon's breath, Lightning Bolt, Maximilian's Earthen Grasp. Level 9:
Daylight, Erupting Earth, Tidal wave, Thunder Step Level 13: Wall of Fire , Storm Sphere , Elemental bane, Meld into Stone.
Level 17: Immolation, Wall of Stone, Control Winds.
Molten Foundation
Starting at 3rd level, you fire an arrow with arrups into molten hot lava on the ground of your choosing within the range of 80 feet. The area will be covered into a small layer of magical lava within a sphere of 30 feet radius. This will be considered difficult terrain, if a creature tries to move while in its radius, it must make a spell save DC dexterity saving throw, if it fails it takes 2d6 fire damage, if it succeeds it takes half of the damage. You can add an additional 1d6 at the levels 6t, 9th, 12, 15, 18. Once you use this feature, you can't use it again until you finish a Long Rest.
Piercing Reflection
Starting at 6h level, you point your bow to a creature as a thick layer of dust and sand gathers around its body, it makes a strength saving throw, if it fails, its movement drops to 0 ft, as it is held in place by the sand, the archer imbues an arrow with magical fire, shooting it at the creature, bursting into flames and making the sand cristalyze, becoming glass, the target takes 3d8 piercing damage, and has 0 ft of movement, and cant attack, additionally at the start of each of its turns the target takes an extra 1d6 piercing damage, and at the end of its turn it can make another strength to try and free itself from the glass. This feature can be used 3 times a short rest
Geyser Shot
Starting at 10th level, you imbue an arrow with mixed elements and shoot it under a creature of your choice opening a geyser, that creature has to make a dexterity saving throw, if it fails it takes 8d6 Force damage and is lifted 40ft off the ground and when the geyser closes, the creature drops down taking fall damage and falling prone, if it succeeds the saving throw, it takes half damage and is only lifted 20 ft off the ground, taking fall damage, but still falling prone. This feature can be used once time, regained at a short rest, and the damage on it increases by an additional 1d6 (14th) at levels (18th)
Reverse Tornado Shot
Starting at 14th level, As you concentrate the air on an arrow and cool it up, you shoot it into the air in a place within 90 ft of you, creating a mass of cold that starts to come down and trade heat with the hotter air below, creating a reverse tornado. This tornado effects only creatures that you choose in an area of 60 ft radius around the point you shot the arrow, the creatures you choose have to make a strength saving throw against your spell save dc, if the creature fails it is shot in a straight line 60 ft out of the radius of the reverse tornado, in depending where it is in the radius, taking 4d10 force damage, and fall damage equal to 60ft of falling. If the creature(s) succeeds, it is shot out half the distance, and takes only half the damage. Once you use this feature, you can't use it again until you finish a Long Rest.
Corrupting Quake
Starting at 18h level, You can empower your arrows with devastating powers, as you do so, choose a point within 120ft of you to be the center of a 60ft cube, you then shoot that arrow and when it hits the ground at the you chose it begins showing its powers, and you can choose the creatures it affects. As the arrow touches the ground, a powerful earthquake begins in that area, everyone that is affected by it, has to make a strength saving throw against your spell save dc, if the creatures fail they fall prone to the ground, and take (3d8 force damage, the ones that succeed the save take only half damage. As the creatures fall to the ground, a second wave of power pulsates through the arrow to the ground as it starts to heat up, this will create geysers of lava under all the creatures that were affected by the first part of this ability, they all have to make a dexterity saving throw, if they fail they take 3d8 fire damage and are lifted 40ft off the ground and when the geyser closes, the creatures drop down taking fall damage and falling prone, if they succeed the saving throw, they take half damage and are only lifted 20 ft off the ground, taking fall damage, but still falling prone. Once you use this feature, you can't use it again until you finish a long rest.
Nature Archer
The Nature Archer uses CHA as it’s spellcasting modifier. And for every spell it uses WIS.
Nature’ Arrow
Starting at 1st level, The Nature Archer can call upon the accents of nature to contour special wood arrows that can deal Acid, Poison or Piercing damage according to your choice. You can only have one of those damages at a time, and you are able to change between these damage types each short rest.
Arcane Swarm
Starting at 1st level, You can target one creature of your choice shooting an arrow at them, when the arrow approaches the target it turns into little arcane insects, the enemy must make a Dexterity saving throw against your spell save dc, if they fail these little Arcane insects will crawl around their body. If the creature wears armor it will just crawl inside of it and the enemy takes 2d4 damage of the same type as your Nature arrows choice. The enemy needs to succeed on an additional Constitution saving throw otherwise, it becomes deafened, either by insects entering on its ears, or magically if the creature does not have ears. A deafened creature can repeat the Constitution saving throw on the end of each of its turns. You get an additional 1d4 damage at the levels 6t, 9th, 12, 15, 18. Once you use this feature, you can't use it again until you finish a Short or Short Rest.
Nature spells
Starting at 2nd level, The Nature Nalker can also learn these spells. Level.
Level 2: Animal Friendship, Thorn Whip (cantrip) Purify Food and Drink, Speak with Animals, Beast Bond, Ensnaring strike, Conjure Animals
Level 5: Spike Growth, Animal Messenger. Hold Person, Earthbind
Level 9: Conjure Animals, Plant Growth, Tiny Hut,
Level 13: Giant Insect, Hallucinatory Terrain, Polymorph, Grasping Vine, Conjure Woodland Beings
Level 17: Insect Plague, Wrath of Nature,
Call of the Wild
Starting at 3th level, you are able to shoot an arcane arrow that will transform into a different type of wood, packing the punch of an animal of your choice. You deal 3d4 bludgeoning damage and the enemy will be knocked back for 10 feet . You add an additional 1d4 bludgeoning damage at the levels 6t, 9th, 12th, 15th and 18th. This feature can be used twice per short rest or long rest.
Trap arrow
Starting at 6th level, You infuse a spell or cantrip of your choice in your arrow and fire it at an enemy, a wall or the ground, or any object. You roll your ranged weapon damage. Then in your next turn, the arrow will deal the spell damage. The enemy has a chance to disable the arrow by succeeding Wisdom saving throw against your spell save dc, if it fails the Spell in the arrow triggers and deals damage on their turn. at 6th level you can only infuse cantrips, at level 8: 1st spells, Level 10: 2nd spells, Level 12: 3rd level spells. You can use this ability 2 times per long rest.
Enraging Tree
Starting at 10th level, Starting at 10th level, you can use your powers to temporarily summon a poisonous tree that attacks your enemies, choose a 5 ft square (that has no creatures on it) within 60 ft of you, a tree emerges from the ground on the point you chose as so do its roots in a 20 ft radius around. The roots attack any number of enemies that you choose within range, each of them must make a Dex saving throw against your spell save dc, if they fail they take 8d6 poison damage and fall prone, if they succeed they only take half damage. After the tree attacks it disappears, and you can only use this feature again after finishing a Short Rest.
Grapple Arrow
Starting at 14th level, You grow a flytrap out of the ground under creatures of your choice within 60ft of you, up to your wisdom modifier (a minimum of one). It cover the creatures body in the accents of nature, if the enemies fail a strength saving throw against your spell save dc, it takes 4d8 piercing damage and is trapped inside its mouth, success at that saving throw will result in only a bite from the flytrap, taking only half the damage. Each time a trapped creature starts a round it takes 2d8 acid damage from the flytrap. The trapped enemies must keep rolling and strength saving throws at the end of its turn to try and get out of its mouth. This feature can be used 3 times a long rest.
Force of Nature
Starting at 18th level, You can shoot an arrow at a point within 80 ft of you at the ground creating a 40 ft radius where roots start spreading wild on the ground, these roots count as difficult terrain. Each enemy that you choose in the radius must make a dex saving throw against your spell save dc, or be held paralyzed by the vines for one round taking 3d8 piercing damage, creatures that succeed that save only take half damage and are not paralyzed. Each time an enemy of yours starts its round inside the radius it has to repeat the save or be paralyzed and will be taking the damage again. This feature lasts for 10 minutes. This feature can't be used again until you finish a Long Rest.
(Cleric) Shadow Domain
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