Race: Veditnal

by starlightwalker

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Vedit

A vedit is to drow what a genasi is to humans, a being touched by the power of the Elemental Planes. However, the faezress and the harsh realities of the Faerûnian Underdark have made the veditnal manifest in different ways than their genasi cousins, combining the inherent magic of the drow with elemental power.

Ability Score Increase. Your Dexterity score increases by 1.

Age. Veditnal are uncommon and no one is sure how long one can live since many are slain before dying of old age, but they appear to have at least a standard elven lifespan. You matured at around 100 years old and may live upwards of 750 years.

Size. Veditnal, like drow, range from around 4 feet to just over 5 feet tall and have very slender builds. Women are usually taller than men. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision Raised by your drow kin in the depths of the Underdark, your eyes are not hindered by darkness. You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.

Light Sensitivity. You have disadvantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks that rely on sight when you or the target of your check is in bright light. If you are in an area of darkness that is suddenly illuminated by bright light, you are blinded until the end of your next turn.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Air Vedit

Air veditnal are the rarest of all vedit types due to the equal rarity of Elemental Air powers that exist in the the Underdark. The oppressive power of earth all around them and the constant stillness of the air generally drives most air veditnal mad, with only a lucky few who escape to the surface retaining their sanity in the long run. Those who remain are generally hermits living in the wilds, having gotten lost trying to find a way out, although some do manage to live in the massive caves that house drow cities. Air veditnal are often overwhelmed by their elemental nature as it attempts to counteract the conflicting energy that surrounds them, and they become wispy and ghostly with age, even their dark drow skin turning pale as porcelain.

Ability Score Increase. Your Wisdom score increases by 2.

Languages. You can speak, read, and write Elven (Drow), Undercommon, and Primordial (Auran).

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.

Insubstantial. Sections of your body sometimes turn from flesh to air. You have a +1 bonus to your AC.

Magical Inheritance. Both your drow and elemental ancestors are naturally magical beings. You know the gust

Art: 'Ena the Crystalline Elemental' by Sarasti-art

cantrip. When you reach 3rd level, you can cast the fog cloud spell once with this trait. When you reach 5th level, you can cast the levitate spell on yourself once with this trait. When you reach 7th level, you can cast the stinking cloud spell once with this trait. When you cast a spell using this trait, it requires no material components. You regain the ability to cast a spell this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Earth Vedit

Earth veditnal are, unsurprisingly, the most common type of veditnal. While earth genasi are also known for their love of the dark, an earth vedit is a consummate hunter, moving unseen through the caves of the Underdark with speed and skill that is rare even among other natives. Shadow is their friend, and they ignore the restrictions that cave walls impose on others. A earth vedit might hide within a stalagmite for hours to burst forth suddenly, or lead an enemy on a lengthy chase through the dark only to disappear, leaving them trapped in the lair of some beast. Their own homes are veritable fortresses of stone shrouded in impenetrable darkness. Earth veditnal form tight-knit enclaves within drow communities, and while other veditnal may not feel much kinship with other types, earth veditnal will welcome others in with little

Art: 'Fire Demon' by LoranDeSore

question. Attempts to take advantage of this extension of trust are not well received, and rare is the traitor who survives the repayment of their betrayal.

Ability Score Increase. Your Dexterity and Constitution scores increase by 1.

Languages. You can speak, read, and write Elven (Drow), Undercommon, and Primordial (Terran).

Darkvision Your darkvision is enhanced by your connections to the Elemental Plane of Earth and the faezress. While within a field of magical darkness, you can still see as if in dim light for 10 feet.

Cavestalker. You can move across difficult terrain made of earth or stone without expending extra movement, and can attempt to Hide when you are in an area of dim light.

At 5th level, you can use your movement to step 5 feet into a stone object or surface large enough to fully contain your body at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. You can use your movement to leave the stone where you entered it, but otherwise can’t move. While within the stone, you have 30 feet of tremorsense, but cannot otherwise see or hear. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning

damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Magical Inheritance. Both your drow and elemental ancestors are naturally magical beings. You know the magic stone cantrips. When you reach 3rd level, you can cast the pass without trace spell once with this trait. When you reach 5th level, you can cast the darkness spell once with this trait. When you cast a spell using this trait, it requires no material components. You regain the ability to cast a spell this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Fire Vedit

Fire veditnal are not particularly common, the primary reason being simply that very few survive to adulthood. Many are killed at birth because fire is so harsh on drow eyes. Those who reach adolescence are unlikely to survive training or excursions into the Underdark wilds due to their flame manifestations making them easy targets in the dark. Most surviving fire veditnal burn with black or purple flames that aren't visible in the dark or are easily dimmed, a side effect of exposure to the faezress. A natural tendency towards anger and violence, their desperate fight for survival, and an inherent skill in a variety of arcane arts leads to many of them becoming deadly magical warriors. Their force of will also allows them to rise quickly through the ranks to positions of power, where they are firm and fierce leaders.

Ability Score Increase. Your Strength and Charisma scores increase by 1.

Languages. You can speak, read, and write Elven (Drow), Undercommon, and Primordial (Ignan).

Fire Resistance. You have resistance to fire damage.

Light Sensitivity. While bright light is still not comfortable for you, you are not blinded by sudden exposure to it.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Magical Inheritance. Both your drow and elemental ancestors are naturally magical beings. You know the produce flames and fire bolt cantrips. When you reach 3rd level, you can cast the faerie fire spell once with this trait. When you reach 5th level, you can cast the scorching ray spell once with this trait. You regain the ability to cast a spell with this trait when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Vedit

Water veditnal are somewhat less elemental than their kin, instead appearing something like the drow equivalent of a sea elf, having webbed digits and gills. Despite this, they are no less dangerous than other veditnal. While others rely on their magical tricks or physical force, a water vedit's advantage lies in clever use of her body's adaptations. Water veditnal often work in pairs, with one

luring prey or an enemy into place so that another vedit can ambush them and drag them into the depths. Some are even able to turn as clear as glass, becoming functionally invisible, and many become highly resistant to poison, a very useful adaptation in the world of the drow.

Ability Score Increase. Your Dexterity and Constitution scores increase by 1.

Languages. You can speak, read, and write Elven (Drow), Undercommon, and Primordial (Aquan).

Amphibious. You have a swimming speed of 30 feet, and you can breathe both air and water.

Bioluminescence. You can cause parts of your skin to glow with colorful light and shed dim light in a 5 foot radius, requiring no action and ending the effect at will.

Electrogenesis. You have blindsight within 5 feet of you, and if you grapple a creature or are grappled by one, you can use your reaction to deal 1d4 lightning damage to the creature.

Aquavision. The waters of the Underdark are no less dark or deadly than its dry tunnels. You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. Your range of vision is doubled underwater compared to those without aquavision, as determined by the table on the table on page 117 of the Dungeon Master's Guide. This replaces the darkvision racial trait.

Additionally, your vision is tinged by your connections to the Elemental Plane of Water and the faezress. When using your aquavision, living creatures within range radiate their own bioluminescence, giving you advantage on Perception checks to detect hidden creatures.

Magical Inheritance. Both your drow and elemental ancestors are naturally magical beings. You know the dancing lights and shape water cantrips. When you reach 3rd level, you can cast the create or destroy water spell once with this trait. When you cast a spell using this trait, it requires no material components. You regain the ability to cast a spell this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Racial Feats

As a veditnal, you have access to racial feats available to dark elves as well as those listed here.

Bloody Revenge

Prerequisite: Vedit (fire)


Your blood is fire, something your enemies learn to their dismay when they strike you. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • As a reaction when you are struck by a weapon attack, you can cause your spilled blood to ignite. All creatures within 5 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 3d6 fire damage. The damage increases to 4d6

at 6th level, 5d6 at 11th level, and 6d6 at 16th level.

Additionally, for the next minute the ground within the radius of effect burns creatures other than you that end their turn for an additional 1d6 fire damage. You can use this feature a number of times equal to your Constitution modifier, after which you must complete a long rest before you can do so again.

Demersal Hunter

Prerequisite: Vedit (water)


Your body has evolved even more natural adaptations to the dangerous environment of the Underdark. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Dilution. You have advantage on saving throws against being poisoned and resistance to poison and acid damage.
  • Glass Skin. As a bonus action, you activate a natural defense mechanism and become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. This is a biological ability, and as such cannot be dispelled or detected with divination magic. You can use this feature once, after which you must complete a long rest before you can do so again.

Art: 'Mudora of the Night' by Mudora

Maleable Form

Prerequisite: Vedit (air), 8th level


Elemental Air consumes your physical form, and you are no longer bound to a solid shape. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • As a bonus action, you can soften your form to squeeze (per the Player's Handbook, p. 192) through openings as small as 1-inch wide. If your start your turn within a space that is smaller than your natural form and have no more uses of this feature or choose not to use it, you are expelled to the nearest exit, taking 1d6 bludgeoning damage for every 5 feet you travel. You may use this ability a number of times equal to your Constitution modifier (minimum of once), after which you must complete a long rest before you can do so again.

Art: 'Ritual' by Irina Nordsol Kuzmina

Stone Scion

Prerequisite: Vedit (earth), 8th level


Your connection to the stone becomes deeper, allowing you to shape it to your will. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You know the mold earth cantrip. You can cast the earth tremor and stone shape spells once each with this trait, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.