https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cotsu+Malcior&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T16:15:42ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1618531Star Caller (5e Class)2022-07-30T11:20:32Z<p>Cotsu Malcior: /* Neutron Soul Spells */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= full<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=5<br />
|extra2_17=5<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell is prepared and it has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra dust gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious. This becomes 30 feet of level 17<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star dust to activate.<br />
<br />
; Supernova<br />
10 dust. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, and 2d6 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1).<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
{{5h|Spell|Control Flames}}, ''{{5e|Dancing Lights}}, {{5e|Fire Bolt}}, {{5e|Guidance}}, {{5e|Light}}, {{5e|Prestidigitation}}'', {{5h|Spell|Magic Stone}}, ''{{5e|Mending}}, {{5e|Message}}, {{5e|Resistance}}, {{5e|True Strike}}''<br />
<br />
;1st Level<br />
{{5h|Spell|Absorb Elements}}, ''{{5e|Alarm}}, {{5e|Bless}},, {{5e|Burning Hands}} {{5e|Charm Person}}, {{5e|Color Spray}}, {{5e|Command}}, {{5e|Cure Wounds}}, {{5e|Detect Magic}}, {{5e|Disguise Self}}, {{5e|Faerie Fire}}, {{5e|Feather Fall}}, {{5e|Fog Cloud}}, {{5e|Guiding Bolt}}, {{5e|Healing Word}}, {{5e|Heroism}}, {{5e|Identify}}, {{5e|Jump}}, {{5e|Longstrider}}, {{5e|Sleep}}, {{5e|Thunderwave}}<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''{{5e|Antimagic Field}}, {{5e|Control Weather}}, {{5e|Holy Aura}}, {{5e|Incendiary Cloud}}, {{5e|Sunburst}}''<br />
<br />
;9th Level<br />
''{{5e|Astral Projection}}, {{5e|Mass Heal}}, {{5e|True Resurrection}}, {{5e|Storm of Vengeance}}''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Mammuthari_(5e_Race)&diff=1611871Mammuthari (5e Race)2022-07-02T12:35:21Z<p>Cotsu Malcior: </p>
<hr />
<div>==Mammuthari==<br />
<br />
"An ancient lineage of large, woolly beastmen."<br />
<br />
===Physical Description===<br />
Mammuthari are massive, woolly relatives of Loxodon. They typically stand between seven to nine feet tall, with thick, shaggy pelts. Records show ancient Mammuthari grew to nearly twenty-five feet in height, but those days have long since passed. Unlike their plains-dwelling cousins, they have reduced ears to better acclimate to cold weather. Their trunks typically measure around five feet - six feet long and are remarkable in their dexterity, despite being attached to such large creatures. Their tusks typically measure between two and five feet in length, and curve outwards before bending back in. The saying goes that the older generations of Mammuthari sported larger and more impressive tusks. Mammuthari abide strictly to herbivory - they have two sets of molars on both top and bottom jaws that are constantly replaced throughout their lifespan to cope with the strain of chewing plant matter. Their hands consist of a rather large palm with four short, stubby digits plus a thumb. As such, they are not very efficient at wielding dexterous weapons. Their feet consist of four nails, are round in shape, and have thick padding on their bottoms that cushion their steps - this padding can also detect low-pitched frequencies and allows the Mammuthari to communicate via Infrasound, which sits just below the human range of hearing. They sport a short, poofy tail that typically drapes out the back of whatever armor they wear, should they find any that fits their build. Eye color appears to be limited to warm brown, like Loxodon. Typical fur colors include grey, brown, and black, though white-fur individuals are known to exist.<br />
<br />
Mammuthari can communicate through infrasound, much like elephants. This enables them to speak to each other at distances up to 6 miles apart, as well as sense other Mammuthari from distances of over 100 miles away.<br />
<br />
===History===<br />
Mammuthari are nearly as old as the frigid taiga they call home. Thousands of years ago they trekked the land in great numbers, with herds numbering over one hundred individuals commonly seen. On the continent of Thriskarin they existed as far south as Mogun, though their range gradually receded at the end of the continent's great ice age. Too many folks they exist as a legend, as they have not been seen anywhere close to civilized society in hundreds of years. <br />
<br />
===Society===<br />
Mammuthari live in tribal units called herds, lead by a female leader, or matriarch, which is typically the oldest and wisest female in the group. Herds commonly number between ten and twenty individuals but it is not uncommon to see gatherings of hundreds of Mammuthari in the spring thaw. <br />
<br />
===Mammuthari Names===<br />
<!--Lead Text--> <br />
<br />
'''Male:''' <!--Male names--> Thuur, Kuuse, Luurn, Buuln, Kuuor<br />
<br />
'''Female:''' <!--Female names--> Puura, Iduui, Aluua, Juuli, Luuma<br />
<br />
===Mammuthari Traits===<br />
{{5e Racial Traits<br />
|summary=An ancient lineage of huge, woolly beastmen. The ancestors of of all modern Loxodon. <br />
|abilities=Your {{5a|str}}, {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|age=Mammuthari age most similar to humans, reaching adulthood in their late teens and living for a few centuries. <br />
|alignment=Mammuthari are strong-willed and stubborn, preferring to forge their own path. Most will avoid evil alignment.<br />
|size=Mammuthari are colossal, often times standing over 8 feet tall. With their bulky frames, mammuthari generally weigh 200 to 300 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Elephantine Legs<br />
|description1=Your legs are thick and column-like. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <br />
|trait2= Trunk<br />
|description2= You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.<br />
|trait3= Tusks<br />
|description3= You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 1d6 piercing damage on a hit.<br />
|trait4= Stand Aside<br />
|description4= When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.<br />
|trait5=Eidetic Memory <br />
|description5=Mammuthari are said to never forget. Whenever you make a {{5a|int}} ({{5s|History}}) check related to an event that happened to you in the past, you are considered proficient in the {{5s|History}} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. <br />
|trait6=Woolly<br />
|description6=Due to your thick pelt you’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide. <br />
|trait8=Tremendous Bulk<br />
|description8=Non magical effects that push you back have their distance reduced by 10 feet.<br />
|trait10= Arctic Scout<br />
|description10= You are perfectly acclimated to the cold regions of the world, you are considered proficient in the {{5a|wis}} ({{5s|Survival}}) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|languages=You can speak, read and write, Common , Giant and one other language of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Mammuthari Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6′ 6″ || +3d6 || 200 lb. || +4d8 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Beast Type]]<br />
[[Category:Anthropomorphic]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Talk:Mammuthari_(5e_Race)&diff=1611870Talk:Mammuthari (5e Race)2022-07-02T12:34:03Z<p>Cotsu Malcior: /* Overpowered */</p>
<hr />
<div>By "frost damage" you probably mean "cold damage" [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:48, 11 February 2016 (MST)<br />
===Overpowered===<br />
This race is overpowered with a plethora of traits that I don't think it even really needs.<br />
Using the [[Marasmusine Meter (5e Guideline)|meter]]:<br />
*ASI (0.5)<br />
*Elephant legs (0.33)<br />
*Trunk (0.33)<br />
*Tusks (0.33)<br />
*Stand Aside (0.5)<br />
*E. Memory (0.33)<br />
*Wooly (0.33)<br />
*Thick Hide (0.5)<br />
*Bulk (0.33)<br />
*Stampede (1.5)<br />
*Arctic Scout (0.5)<br />
*Languages (0.25)<br><br />
For a whopping total of 5.23. As a reference, few first party races in the PHB even get over 3.<br><br />
Maybe remove the extra 1 ASI. The Stampede is a combo with Stand Aside, which is very odd as a trait. It is better to be used as a feature or even made into a racial feat. The race also has a bunch of small traits that really add up over that of the loxodon.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 13:46, 1 November 2020 (MST)<br />
<br />
I removed the additional ASI as well as the Thick Hide and Stampede abilities bringing it's power back down to a much more manageable 2.73.<br />
I may also combine some of the other features so it doesn't have a bunch of little unnecessary features clogging it up --[[User:Cotsu Malcior|Cotsu Malcior]] ([[User talk:Cotsu Malcior|talk]]) 8:33, 2 July 2022 (EST)</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Mammuthari_(5e_Race)&diff=1611869Mammuthari (5e Race)2022-07-02T12:25:11Z<p>Cotsu Malcior: /* Mammuthari Traits */</p>
<hr />
<div>{{abandoned|11:30, 23 December 2021 (MST)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|See {{t}}}}<br />
==Mammuthari==<br />
<br />
"An ancient lineage of large, woolly beastmen."<br />
<br />
===Physical Description===<br />
Mammuthari are massive, woolly relatives of Loxodon. They typically stand between seven to nine feet tall, with thick, shaggy pelts. Records show ancient Mammuthari grew to nearly twenty-five feet in height, but those days have long since passed. Unlike their plains-dwelling cousins, they have reduced ears to better acclimate to cold weather. Their trunks typically measure around five feet - six feet long and are remarkable in their dexterity, despite being attached to such large creatures. Their tusks typically measure between two and five feet in length, and curve outwards before bending back in. The saying goes that the older generations of Mammuthari sported larger and more impressive tusks. Mammuthari abide strictly to herbivory - they have two sets of molars on both top and bottom jaws that are constantly replaced throughout their lifespan to cope with the strain of chewing plant matter. Their hands consist of a rather large palm with four short, stubby digits plus a thumb. As such, they are not very efficient at wielding dexterous weapons. Their feet consist of four nails, are round in shape, and have thick padding on their bottoms that cushion their steps - this padding can also detect low-pitched frequencies and allows the Mammuthari to communicate via Infrasound, which sits just below the human range of hearing. They sport a short, poofy tail that typically drapes out the back of whatever armor they wear, should they find any that fits their build. Eye color appears to be limited to warm brown, like Loxodon. Typical fur colors include grey, brown, and black, though white-fur individuals are known to exist.<br />
<br />
Mammuthari can communicate through infrasound, much like elephants. This enables them to speak to each other at distances up to 6 miles apart, as well as sense other Mammuthari from distances of over 100 miles away.<br />
<br />
===History===<br />
Mammuthari are nearly as old as the frigid taiga they call home. Thousands of years ago they trekked the land in great numbers, with herds numbering over one hundred individuals commonly seen. On the continent of Thriskarin they existed as far south as Mogun, though their range gradually receded at the end of the continent's great ice age. Too many folks they exist as a legend, as they have not been seen anywhere close to civilized society in hundreds of years. <br />
<br />
===Society===<br />
Mammuthari live in tribal units called herds, lead by a female leader, or matriarch, which is typically the oldest and wisest female in the group. Herds commonly number between ten and twenty individuals but it is not uncommon to see gatherings of hundreds of Mammuthari in the spring thaw. <br />
<br />
===Mammuthari Names===<br />
<!--Lead Text--> <br />
<br />
'''Male:''' <!--Male names--> Thuur, Kuuse, Luurn, Buuln, Kuuor<br />
<br />
'''Female:''' <!--Female names--> Puura, Iduui, Aluua, Juuli, Luuma<br />
<br />
===Mammuthari Traits===<br />
{{5e Racial Traits<br />
|summary=An ancient lineage of huge, woolly beastmen. The ancestors of of all modern Loxodon. <br />
|abilities=Your {{5a|str}}, {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|age=Mammuthari age most similar to humans, reaching adulthood in their late teens and living for a few centuries. <br />
|alignment=Mammuthari are strong-willed and stubborn, preferring to forge their own path. Most will avoid evil alignment.<br />
|size=Mammuthari are colossal, often times standing over 8 feet tall. With their bulky frames, mammuthari generally weigh 200 to 300 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Elephantine Legs<br />
|description1=Your legs are thick and column-like. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <br />
|trait2= Trunk<br />
|description2= You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.<br />
|trait3= Tusks<br />
|description3= You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 1d6 piercing damage on a hit.<br />
|trait4= Stand Aside<br />
|description4= When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.<br />
|trait5=Eidetic Memory <br />
|description5=Mammuthari are said to never forget. Whenever you make a {{5a|int}} ({{5s|History}}) check related to an event that happened to you in the past, you are considered proficient in the {{5s|History}} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. <br />
|trait6=Woolly<br />
|description6=Due to your thick pelt you’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide. <br />
|trait8=Tremendous Bulk<br />
|description8=Non magical effects that push you back have their distance reduced by 10 feet.<br />
|trait10= Arctic Scout<br />
|description10= You are perfectly acclimated to the cold regions of the world, you are considered proficient in the {{5a|wis}} ({{5s|Survival}}) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|languages=You can speak, read and write, Common , Giant and one other language of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Mammuthari Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6′ 6″ || +3d6 || 200 lb. || +4d8 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Beast Type]]<br />
[[Category:Anthropomorphic]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Mammuthari_(5e_Race)&diff=1611868Mammuthari (5e Race)2022-07-02T12:20:49Z<p>Cotsu Malcior: /* Mammuthari Traits */</p>
<hr />
<div>{{abandoned|11:30, 23 December 2021 (MST)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|See {{t}}}}<br />
==Mammuthari==<br />
<br />
"An ancient lineage of large, woolly beastmen."<br />
<br />
===Physical Description===<br />
Mammuthari are massive, woolly relatives of Loxodon. They typically stand between seven to nine feet tall, with thick, shaggy pelts. Records show ancient Mammuthari grew to nearly twenty-five feet in height, but those days have long since passed. Unlike their plains-dwelling cousins, they have reduced ears to better acclimate to cold weather. Their trunks typically measure around five feet - six feet long and are remarkable in their dexterity, despite being attached to such large creatures. Their tusks typically measure between two and five feet in length, and curve outwards before bending back in. The saying goes that the older generations of Mammuthari sported larger and more impressive tusks. Mammuthari abide strictly to herbivory - they have two sets of molars on both top and bottom jaws that are constantly replaced throughout their lifespan to cope with the strain of chewing plant matter. Their hands consist of a rather large palm with four short, stubby digits plus a thumb. As such, they are not very efficient at wielding dexterous weapons. Their feet consist of four nails, are round in shape, and have thick padding on their bottoms that cushion their steps - this padding can also detect low-pitched frequencies and allows the Mammuthari to communicate via Infrasound, which sits just below the human range of hearing. They sport a short, poofy tail that typically drapes out the back of whatever armor they wear, should they find any that fits their build. Eye color appears to be limited to warm brown, like Loxodon. Typical fur colors include grey, brown, and black, though white-fur individuals are known to exist.<br />
<br />
Mammuthari can communicate through infrasound, much like elephants. This enables them to speak to each other at distances up to 6 miles apart, as well as sense other Mammuthari from distances of over 100 miles away.<br />
<br />
===History===<br />
Mammuthari are nearly as old as the frigid taiga they call home. Thousands of years ago they trekked the land in great numbers, with herds numbering over one hundred individuals commonly seen. On the continent of Thriskarin they existed as far south as Mogun, though their range gradually receded at the end of the continent's great ice age. Too many folks they exist as a legend, as they have not been seen anywhere close to civilized society in hundreds of years. <br />
<br />
===Society===<br />
Mammuthari live in tribal units called herds, lead by a female leader, or matriarch, which is typically the oldest and wisest female in the group. Herds commonly number between ten and twenty individuals but it is not uncommon to see gatherings of hundreds of Mammuthari in the spring thaw. <br />
<br />
===Mammuthari Names===<br />
<!--Lead Text--> <br />
<br />
'''Male:''' <!--Male names--> Thuur, Kuuse, Luurn, Buuln, Kuuor<br />
<br />
'''Female:''' <!--Female names--> Puura, Iduui, Aluua, Juuli, Luuma<br />
<br />
===Mammuthari Traits===<br />
{{5e Racial Traits<br />
|summary=An ancient lineage of huge, woolly beastmen. The ancestors of of all modern Loxodon. <br />
|abilities=Your {{5a|str}}, {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|age=Mammuthari age most similar to humans, reaching adulthood in their late teens and living for a few centuries. <br />
|alignment=Mammuthari are strong-willed and stubborn, preferring to forge their own path. Most will avoid evil alignment.<br />
|size=Mammuthari are colossal, often times standing over 8 feet tall. With their bulky frames, mammuthari generally weigh 200 to 300 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Elephantine Legs<br />
|description1=Your legs are thick and column-like. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <br />
|trait2= Trunk<br />
|description2= You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.<br />
|trait3= Tusks<br />
|description3= You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 1d6 piercing damage on a hit.<br />
|trait4= Stand Aside<br />
|description4= When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.<br />
|trait5=Eidetic Memory <br />
|description5=Mammuthari are said to never forget. Whenever you make a {{5a|int}} ({{5s|History}}) check related to an event that happened to you in the past, you are considered proficient in the {{5s|History}} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. <br />
|trait6=Woolly<br />
|description6=Due to your thick pelt you’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide. <br />
|trait7=Thick Hide<br />
|description7=You have a thick pelt of skin and fat. Your unarmored Armor Class is 12 + {{5a|con}} modifier.<br />
|trait8=Tremendous Bulk<br />
|description8=Non magical effects that push you back have their distance reduced by 10 feet.<br />
|trait9=Stampede<br />
|description9=When you use Stand Aside to move through a space occupied by an enemy the same size or smaller than you, you may elect to trample them. If you move through an opponent's space, they must make an {{5s|Athletics}} or {{5s|Acrobatics}} check with a DC equal to 8 + your proficiency bonus + your {{5a|str}} modifier. On a failed save, you may trample an enemy, dealing 1d6 bludgeoning damage and knocking them {{5c|Prone}}. An enemy takes no damage and is not knocked prone on a successful save. You may continue your movement after a trample, but you may not trample another enemy. Once you use this trait, you can not use it again until you finish a short or long rest.<br />
|trait10= Arctic Scout<br />
|description10= You are perfectly acclimated to the cold regions of the world, you are considered proficient in the {{5a|wis}} ({{5s|Survival}}) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|languages=You can speak, read and write, Common , Giant and one other language of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Mammuthari Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6′ 6″ || +3d6 || 200 lb. || +4d8 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Beast Type]]<br />
[[Category:Anthropomorphic]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Talk:Aetherstrider_(5e_Class)&diff=1610092Talk:Aetherstrider (5e Class)2022-06-25T12:26:49Z<p>Cotsu Malcior: Created page with "Class follows an interesting premise, but needs more abilities than summoning the thing and healing it. Try to add some flare with what the creatures you summon can do? Maybe..."</p>
<hr />
<div>Class follows an interesting premise, but needs more abilities than summoning the thing and healing it. Try to add some flare with what the creatures you summon can do? Maybe you can also summon objects? Thematically sound just needs some tweaking, an ability usually only improves once or maybe twice to and "improved" or "greater" variant</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Aetherstrider_(5e_Class)&diff=1610091Aetherstrider (5e Class)2022-06-25T12:22:40Z<p>Cotsu Malcior: /* Heal Summon 3 */</p>
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<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aethercaster ==<br />
<br />
''An elf readies her shortbow, as a giant spider creeps into an enemy encampment, submersing the area in a sticky webbing.''<br />
<br />
''A sprite floats about near the shoulder of an orc wearing heavy armor, and carrying a shortsword and a shield.''<br />
<br />
''A blue dragonborn summons a golden dragon wyrmling to ride as a mount, flying up to the sky castle's main entrance.''<br />
<br />
Whilst not traditionally strong, aethercasters are skilled summoners that are well-trained and well-equipped defensively, capable of calling forth either a small army or a powerful ally seemingly out of thin air. In the right hands, an aethercaster's small band of minions can bring ruin to an enemy's plans through decisive action on multiple different fronts.<br />
<br />
=== Pseudocreature Summoners ===<br />
Aethercasters do not cast magic in the traditional sense, but instead prefer to summon creatures to fight, act, and cast magic on their behalf. This is not the same thing as creature taming, as this is only a temporary, inorganic companion that acts at the beck and call of its master without question, but within reason; albeit devoid of any real personality, these pseudocreatures, with enough training and in due time, can become well-adapted for virtually any situation, as can their summoners. Additionally, an aehtercaster can summon a wide array of different creatures, varying from staunchly powerful allies to armies of smaller creatures, which can then be used and subsequently discarded at their disposal.<br />
<br />
=== Defensive Combat Specialists ===<br />
Since aethercasters do not cast spells in the traditional sense, they actively train themselves in heavy armor to increase their strength, stamina, and resiliency; however, they possess no formalized weapons training whatsoever, since most of the fighting is taken care of by their summons and not themselves. As such, they also actively train their summons in combat, hidden item searches, and the performance of menial tasks, so as to produce the desired result from their summoning capabilities. The time that they do not spend training, however, they spend learning about various different creatures of all shapes and sizes, as well as their essences which then become replicable derivatives for summoning.<br />
<br />
=== Creating an Aethercaster ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating an aethercaster, first ask yourself what sets you apart from other magic users. Did you see yourself as someone who wanted an animal companion, but couldn't be bothered to associate yourself with nature? Were you an outcast to society wanting to summon unnatural beings that could defy creation itself? Are you a disgraced wizard who couldn't learn magic, and so opted to take up summoning as an alternative, or have you always preferred summoning over casting spells? Is there a particular muse or deity that you wished to replicate (albeit imperfectly) with the powers of summoning at your disposal? Were you craving adventure, and saw summoning as your only option, and subsequent salvation from a life of despair or boredom? <br />
<br />
Second, ask yourself how you came to learn summoning magic in particular, rather than traditional magic. Are you part of a greater summoner's guild, whose main focus is to both preserve and teach the art of summoning for future generations? Were you trained in magic traditionally, but found out you could only channel your energy into the production of pseudocreatures? Did you happen to discover your ability to bring creatures into existence by sheer luck or will? Was your summoning ability bestowed unto you by a greater power? Did you suffer a horrible tragedy that resulted in your ability, or were you merely the byproduct of magical experimentation? Was it a trial potion that gave you this ability as a freak side-affect, or were you well aware of the actions that led up to you taking up summoning as a hobby or skill? <br />
<br />
The sky and your imagination are the limit, when it comes to your summoning ability and its origins, so long as it makes sense.<br />
<br />
;Quick Build<br />
You can make an aethercaster quickly by following these suggestions. First, {{5a|cha}} should be your highest ability score, followed by {{5a|int}}. Second, choose the {{5e|sage}} {{5e|background}}. Third, choose a shield and any 1 simple weapon, an arcane focus, a set of artisan's tools you are proficient in, a scholar's pack for your equipment pack, and the armor that is most consistent with your character build: with a Dexterity of 15 or higher, choose the leather armor; with a Dexterity upwards of 14, but greater than 8, choose the scale mail; and finally, with a Dexterity of 8 or lower, but a Strength of 13 or higher, choose the chain mail. <br />
<br />
{{5e Class Features<br />
|name=Aethercaster<br />
|summary=Arcane magical fighters who prefer summoning creatures over spellcasting. <br />
|hd=10<br />
|spellcasting=full<br />
|armor=All armor and shields<br />
|weapons=Simple weapons <br />
|tools=A musical instrument or a set of artisan's tools of your choice. <br />
|saves={{5a|cha}}, {{5a|int}}<br />
|skills=Choose 2 from Arcana, Athletics, History, Intimidation, Nature, Perception, Performance, Persuasion, or Religion.<br />
|item1a=Any 2 simple weapons of your choice<br />
|item1b=A shield and any 1 simple weapon of your choice<br />
|item1c=<br />
|item2a=Leather armor<br />
|item2b=Scale mail<br />
|item2c=Chain mail<br />
|item3a=A set of artisan's tools you are proficient in<br />
|item3b=A musical instrument you are proficient with<br />
|item3c=<br />
|item4a=Arcane focus<br />
|item4b=Component pouch<br />
|item4c=<br />
|item5a=An equipment pack of your choice, except for the Burglar's Pack<br />
|item5b=<br />
|item5c=<br />
|wealth=10d4 x 5<br />
|classfeatures1=Summoning Magic<br />
|classfeatures2=Heal Summon<br />
|classfeatures3=Vocational Study<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Vocational Study feature<br />
|classfeatures7=Heal Summon 2<br />
|classfeatures8=<br />
|classfeatures9=Vocational Study feature<br />
|classfeatures10=<br />
|classfeatures11=Heal Summon 3<br />
|classfeatures12=<br />
|classfeatures13=Vocational Study feature<br />
|classfeatures14=Heal Summon 4<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Vocational Study feature<br />
|classfeatures18=Heal Summon 5<br />
|classfeatures19=<br />
|classfeatures20=Masterful Summon<br />
<br />
|extrasonleft=2<br />
|extra1_name=Summoning Pool<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=6<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Summoning Magic ====<br />
Instead of traditional spellcasting, your spell slots determine how many creatures you're capable of summoning at a time. In order to summon a creature, you must perform an Action by consuming either a spell slot, or 1 of your summoning pool. The aethercaster table determines how many spell slots and summon pool you have at which character levels, with which you can cast your summons, and the aethercaster bestiary list determines which creatures of what CR can be summoned. Both a summoned creature and any personal items that were in its possession when it was summoned vanish into thin air, either when its hit points reach 0, or after completing a long rest. <br />
<br />
;Summoning Pool<br />
At 1st level, you have a summoning pool of 2, 1 of which can be expended to summon a creature(s) with a CR of 1/2 or lower. <br />
<br />
As an action, you may consume 1 of your summoning pool to perform 1 of the following summons (generalized appearances with this action may vary): <br />
* one creature with a CR of 1/2.<br />
* up to two of the same exact creature with a CR of 1/4.<br />
* up to three of the same exact creature with a CR of 1/8.<br />
* up to four of the same exact creature with a CR of 0.<br />
Once your summon pool reaches 0, you cannot use this feature again, until after you have completed a short or long rest. A short rest replenishes half of your maximum summoning pool, whereas a long rest replenishes your entire summoning pool. <br />
<br />
;How to Summon a Creature<br />
The aethercaster table shows how many spell slots you have to summon creatures with a CR of 1 or greater. To summon a creature, you must perform an Action, in which you expend a spell slot of the creature's CR or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare a list of creatures from your aethercaster bestiary list, which you can then summon. To do so, choose a number of different creatures less than or equal to your {{5a|int}} modifier + your aethercaster level (minimum of one creature). The creatures must have a CR less than or equal to the spell levels for which you have spell slots. For every spell level higher than a creature's CR that is expended as a spell slot to summon that creature, the number of creatures summoned by expending that higher level spell slot is increased equal to the difference between a creature's CR and the spell level of spell slot expended.<br />
<br />
For example, if you are a 3rd level aethercaster, you have four 1st level, and two 2nd level spell slots, within which you can prepare four creatures with a CR of 1, and 2 creatures with a CR of 2. With an {{5a|int}} of 16, you can prepare upwards of 6 creatures with a CR of either 1 or 2 that you can then summon within your list of prepared spells; however, at least 4 of those creatures must have a CR of 1, and can only be placed within a 1st level spell slot(s), and not within a 2nd level spell slot(s). If you summon a creature with a CR of 1 using a 2nd level spell (summon) slot, that summon generates two creatures, instead of one. Summoning a creature does not remove it from your list of prepared spells (summons). To dispel a summoned creature, you may either do so as a bonus action, or by replacing it with another summoned creature. <br />
<br />
You can change your list of prepared summons when you finish a long rest. Preparing a new list of summons requires time spent either in meditation or studying creature lore: at least 1 minute, per spell level of the creature you're trying to replace with a different one. <br />
<br />
;Summon Abilty<br />
Your {{5a|cha}} refers to your summon's ability to perform an action, cast a spell, or perform an attack action.<br />
<br />
Your summon's saving throw DC = 8 + your proficiency bonus + your {{5a|cha}} modifier. <br />
<br />
Your summon's attack & spellcasting modifiers = your proficiency bonus + your {{5a|cha}} modifier.<br />
<br />
;Arcane Focus<br />
You may use an {{5e|arcane focus}} as a spellcasting focus when performing a summon or using a feature that involves a summon you own.<br />
<br />
==== Heal Summon ====<br />
Starting at 2nd level, you acquire a healing pool specifically for your summon(s), equal to your maximum hit points. As an Action, you may subtract from this healing pool, choose 1 of your summoned creatures that you see within 60 feet of you, and then restore that summoned creature's hit points equal to the amount subtracted from your healing pool. <br />
<br />
Once your healing pool for this feature drops to 0, you cannot use this feature against until after you have completed a short or long rest. A short rest replenishes half of your maximum healing pool (rounded up), whereas a long rest replenishes your entire healing pool.<br />
<br />
==== Vocational Study ====<br />
When you reach 3rd level, you chose a vocational study. Choose between an arcanist, an alchemist, a musician, a nethercaster, a ritualist, a trainer, or a true aethercaster, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 6th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon, Greater====<br />
When you reach 7th level, you may choose up to 2 of your summoned creatures that you can see within 120 feet of you at a time, instead of 1 within 60 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|int}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 9th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon, Master====<br />
When you reach 11th level, you may choose up to 3 of your summoned creatures within 180 feet of you at a time, instead of 2 within 120 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|cha}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 13th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon 4 ====<br />
When you reach 14th level, you may choose up to 4 of your summoned creatures within 240 feet of you at a time, instead of 3 within 180 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|con}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 17th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon 5 ====<br />
When you reach 18th level, you may choose up to 5 of your summoned creatures within 300 feet of you at a time, instead of 4 within 240 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to 1 {{5e|ability score}} modifier of your choice, except for {{5a|cha}}, {{5a|int}}, or {{5a|con}}, per aethercaster level.<br />
<br />
==== Masterful Summon ====<br />
When you reach 20th level, you may name 1 creature you know the existence of, and summon an exact replica of that creature's visage as an action. The CR of the summoned is 10, and this summon does not count towards your spell slots. Its ability scores, maximum hit points, and features are exactly the same as that of a pre-existing CR 10 creature you have prepared in advance. Once that creature's hit points become 0, both it and its summoned personal items vanish into thin air. <br />
<br />
You cannot use this feature again, until after you have completed a long rest.<br />
<br />
=== Arcanist ===<br />
Learning from the pure essences of life's building blocks, rather than the creature itself, an arcanist learns how to transform the utmost basic living components of almost anything into virtually any creature they desire - particularly, if it so happens to be a creature of the elements. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Arcanist subclass. <br />
<br />
;<-subclass feature name-><br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level,<br />
<br />
;<-subclass feature name-><br />
When you reach 9th level<br />
<br />
;<-subclass feature name-><br />
When you reach 13th level,<br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Alchemist ===<br />
From bones to summoning, an alchemist learns how to transmute a singular or clustered objects into creatures of similar size, volume, weight, and/or value. Whilst bones are the traditional means of accomplishing this feat, this can also be done with jewelry, skilled artisanal (durable) crafts, military equipment, or even living creatures. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Alchemist. <br />
<br />
;Bones to Summoning<br />
Starting at 3rd level, <br />
<br />
;Live Transmutation<br />
When you reach 6th level, <br />
<br />
;Antimatter Transmutation<br />
When you reach 9th level, <br />
<br />
;Living Construct<br />
When you reach 13th level, <br />
<br />
;Improbable Exchange<br />
When you reach 17th level,<br />
<br />
=== Musician ===<br />
A musician is a sort of creature tamer, whose songs soothe and calm. If a bard uses their music to directly support or harm others, then a musician provides indirect support, using their music as a means to call creatures both from the material and immaterial planes into action. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Musician. <br />
<br />
;Tame Creature<br />
Starting at 3rd level, you may attempt to tame a creature using a musical instrument, by performing a skill check for performance. The creature can be of any type whatsoever, so long as it has the ability to hear music. Upon a successful performance check with a musical instrument, a creature is tamed, and is no longer hostile towards you nor anyone that is considered to be associated with you. <br />
<br />
Additionally, you are now proficient in the performance skill. <br />
<br />
;Call Creature<br />
When you reach 6th level, <br />
<br />
;Call to Arms<br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Nethercaster ===<br />
Contrary to what the namesake might imply, a nethercaster is a subclass of aethercaster who uses light particles and applied mathematics, rather than magic, to create summons seemingly out of thin air. These summons are typically made with mathematical precision, and are free from most margins of error. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Nethercaster. <br />
<br />
;<-subclass feature name-><br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Ritualist ===<br />
A ritualist traces a circle on the ground, a wall, or a sizable object, and proceeds to draw a symbol within the traced circlet. This symbol can be religious, occultist, spiritual, or even animalistic or mundane in nature, but the result remains the same: a creature is summoned by performing a ritual, more often than not requiring an offering or a sacrifice to the one who should grace the ritualist with their presence. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants additional features to you in the form of the Ritualist. <br />
<br />
;Binding Agreement<br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level,<br />
<br />
;Personal Relationship<br />
When you reach 17th level,<br />
<br />
=== Trainer ===<br />
Rather than placing emphasis on a particular form of summoning, a trainer prefers to train themselves and their summons alike, bolstering both in terms of their combat effectiveness, and fostering an emotional connection between the summon and their summoner alike. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Trainer. <br />
<br />
;Martial Weapons Training<br />
Starting at 3rd level, you learn how to use one martial weapon of your choice, granting you proficiency with that martial weapon. <br />
<br />
At higher levels. You learn to use one additional martial weapon of your choice each at 6th, 9th, 13th, and 17th levels, for a maximum total of five different martial weapons proficiencies by 17th level, as a result of this feature. <br />
<br />
;Link-Bound Summoning<br />
When you reach 6th level, <br />
<br />
;Summon Training<br />
When you reach 9th level, <br />
<br />
;<-feature subtitle-><br />
When you reach 13th level, <br />
<br />
;<-feature subtitle-><br />
When you reach 17th level,<br />
<br />
=== True Aethercaster ===<br />
True to the aethercaster way of summoning, a True Aethercaster delves deeper into the core principles of summoning, rather than branching off into any specific category, in order to hone one's own summoning ability to perfection. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the True Aethercaster. <br />
<br />
;Higher Level Summoning<br />
Starting at 3rd level, you know how to summon creatures at least 1 spell level higher than you're supposed to at certain spell levels. As a 3rd level aethercaster, you gain an additional 3rd level spell slot, for the purpose of using summoning magic.<br />
<br />
At higher levels. At 6th level, you gain an additional 4th level spell slot, for the purpose of using summoning magic; at 9th level, you gain an additional 6th level spell slot, for the purpose of using summoning magic; and at 13th level, you gain an additional 8th level spell slot, for the purpose of using summoning magic.<br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;Maximum Summon<br />
When you reach 17th level, you learn how to exceed your summoning limit, and apply what you've learned to summoning stronger creatures than is considered normal. As an action, you may summon a CR 10 creature you have prepared in advance, having chosen from the aethercaster bestiary list. Be mindful of the size of monster you have chosen, for it must take up the same-size of unoccupied space in order to be summoned. <br />
<br />
You cannot use this feature again, until after you have completed a long rest.<br />
<br />
=== Aethercaster Bestiary List ===<br />
You know how to summon the following creatures and additional creatures based on your subclass and aethercaster level. You may refer to the following bestiary, when preparing your summoned creatures in your list of prepared spells and cantrips (summon pool). <br />
<br />
;CR 1/2 or lower<br />
* CR 0: ''Awakened Shrub, Baboon, Badger, Bat, Cat, Commoner, Crab, Eagle, Frog, Giant Fire Beetle, Goat, Hawk, Homunculus, Hyena, Jackal, Lemure, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Shrieker, Spider, Vulture, Weasel''<br />
* CR 1/8: ''Bandit, Blood Hawk, Camel, Cultist, Flying Snake, Giant Crab, Giant Rat, Giant Rat (diseased), Giant Weasel, Guard, Kobold, Mastiff, Mule, Noble, Poisonous Snake, Pony, Stirge, Tribal Warrior''<br />
* CR 1/4: ''Acolyte, Axe Beak, Blink Dog, Boar, Constrictor Snake, Draft Horse, Dretch, Elk, Flying Sword, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Pseudodragon, Riding Horse, Skeleton, Sprite, Steam Mephit, Violet Fungus, Wolf, Zombie''<br />
* CR 1/2: ''Ape, Black Bear, Cockatrice, Crocodile, Darkmantle, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Gnoll, Gray Ooze, Ice Mephit, Magma Mephit, Magmin, Reef Shark, Rust Monster, Satyr, Scout, Shadow, Thug, Warhorse, Warhorse Skeleton, Worg''<br />
<br />
;CR 1<br />
''Animated Armor, Brass Dragon Wyrmling, Brown Bear, Copper Dragon Wyrmling, Death Dog, Dire Wolf, Dryad, Ghoul, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Harpy, Hippogriff, Imp, Quasit, Specter, Spy, Swarm of Quippers, Tiger''<br />
<br />
;CR 2<br />
''Arkheg, Awakened Tree, Azer, Bandit Captain, Berserker, Black Dragon Wyrmling, Bronze Dragon Wyrmling, Cult Fanatic, Druid, Ettercap, Gargoyle, Gelatinous Cube, Ghast, Giant Boar, Giant Constrictor Snake, Giant Elk, Gibbering Mouther, Green Dragon Wyrmling, Grick, Griffon, Hunter Shark, Merrow, Mimic, Minotaur Skeleton, Ochre Jelly, Ogre Zombie, Pegasus, Plesiosaurus, Polar Bear, Priest, Rhinoceros, Rug of Smothering, Saber-Toothed Tiger, Sea Hag, Silver Dragon Wyrmling, Wererat, White Dragon Wyrmling, Will-o'-Wisp''<br />
<br />
;CR 3<br />
''Basilisk, Bearded Devil, Blue Dragon Wyrmling, Doppelganger, Giant Scorpion, Gold Dragon Wyrmling, Green Hag, Hell Hound, Killer Whale, Knight, Manticore, Mummy, Nightmare, Owlbear, Phase Spider, Veteran, Werewolf, Wight, Winter Wolf''<br />
<br />
;CR 4<br />
''Black Pudding, Chuul, Couatl, Elephant, Ettin, Ghost, Lamia, Red Dragon Wyrmling, Succubus/Incubus, Wereboar, Weretiger''<br />
<br />
;CR 5<br />
''Air Elemental, Barbed Devil, Bulette, Earth Elemental, Fire Elemental, Flesh Golem, Giant Crocodile, Giant Shark, Gladiator, Gorgon, Night Hag, Otyugh, Roper, Salamander, Shambling Mound, Triceratops, Unicorn, Water Elemental, Werebear, Wraith, Xorn''<br />
<br />
;CR 6<br />
''Chimera, Drider, Invisible Stalker, Mage, Mammoth, Medusa, Vrock, Wyvern, Young Brass Dragon, Young White Dragon''<br />
<br />
;CR 7<br />
''Giant Ape, Oni, Shield Guardian, Stone Giant, Young Black Dragon, Young Copper Dragon''<br />
<br />
;CR 8<br />
''Assassin, Cloaker, Hezrou, Hydra, Spirit Naga, Tyrannosaurus Rex, Young Bronze Dragon, Young Green Dragon''<br />
<br />
;CR 9<br />
''Clay Golem, Cloud Giant, Fire Giant, Glabrezu, Treant, Young Blue Dragon, Young Silver Dragon''<br />
<br />
;CR 10 (Maximum Summon and Masterful Summon features only)<br />
''Aboleth, Deva, Guardian Naga, Stone Golem, Young Gold Dragon, or Young Red Dragon.''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the aethercaster class, you must meet these prerequisites: either an {{5a|int}} or a {{5a|cha}} {{5e|ability score}} of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the aethercaster class, you gain the following proficiencies: two from Arcana, Athletics, History, Intimidation, Nature, Perception, Performance, Persuasion, or Religion.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:5e Class Mashup]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Aetherstrider_(5e_Class)&diff=1610090Aetherstrider (5e Class)2022-06-25T12:22:13Z<p>Cotsu Malcior: /* Heal Summon 2 */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aethercaster ==<br />
<br />
''An elf readies her shortbow, as a giant spider creeps into an enemy encampment, submersing the area in a sticky webbing.''<br />
<br />
''A sprite floats about near the shoulder of an orc wearing heavy armor, and carrying a shortsword and a shield.''<br />
<br />
''A blue dragonborn summons a golden dragon wyrmling to ride as a mount, flying up to the sky castle's main entrance.''<br />
<br />
Whilst not traditionally strong, aethercasters are skilled summoners that are well-trained and well-equipped defensively, capable of calling forth either a small army or a powerful ally seemingly out of thin air. In the right hands, an aethercaster's small band of minions can bring ruin to an enemy's plans through decisive action on multiple different fronts.<br />
<br />
=== Pseudocreature Summoners ===<br />
Aethercasters do not cast magic in the traditional sense, but instead prefer to summon creatures to fight, act, and cast magic on their behalf. This is not the same thing as creature taming, as this is only a temporary, inorganic companion that acts at the beck and call of its master without question, but within reason; albeit devoid of any real personality, these pseudocreatures, with enough training and in due time, can become well-adapted for virtually any situation, as can their summoners. Additionally, an aehtercaster can summon a wide array of different creatures, varying from staunchly powerful allies to armies of smaller creatures, which can then be used and subsequently discarded at their disposal.<br />
<br />
=== Defensive Combat Specialists ===<br />
Since aethercasters do not cast spells in the traditional sense, they actively train themselves in heavy armor to increase their strength, stamina, and resiliency; however, they possess no formalized weapons training whatsoever, since most of the fighting is taken care of by their summons and not themselves. As such, they also actively train their summons in combat, hidden item searches, and the performance of menial tasks, so as to produce the desired result from their summoning capabilities. The time that they do not spend training, however, they spend learning about various different creatures of all shapes and sizes, as well as their essences which then become replicable derivatives for summoning.<br />
<br />
=== Creating an Aethercaster ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating an aethercaster, first ask yourself what sets you apart from other magic users. Did you see yourself as someone who wanted an animal companion, but couldn't be bothered to associate yourself with nature? Were you an outcast to society wanting to summon unnatural beings that could defy creation itself? Are you a disgraced wizard who couldn't learn magic, and so opted to take up summoning as an alternative, or have you always preferred summoning over casting spells? Is there a particular muse or deity that you wished to replicate (albeit imperfectly) with the powers of summoning at your disposal? Were you craving adventure, and saw summoning as your only option, and subsequent salvation from a life of despair or boredom? <br />
<br />
Second, ask yourself how you came to learn summoning magic in particular, rather than traditional magic. Are you part of a greater summoner's guild, whose main focus is to both preserve and teach the art of summoning for future generations? Were you trained in magic traditionally, but found out you could only channel your energy into the production of pseudocreatures? Did you happen to discover your ability to bring creatures into existence by sheer luck or will? Was your summoning ability bestowed unto you by a greater power? Did you suffer a horrible tragedy that resulted in your ability, or were you merely the byproduct of magical experimentation? Was it a trial potion that gave you this ability as a freak side-affect, or were you well aware of the actions that led up to you taking up summoning as a hobby or skill? <br />
<br />
The sky and your imagination are the limit, when it comes to your summoning ability and its origins, so long as it makes sense.<br />
<br />
;Quick Build<br />
You can make an aethercaster quickly by following these suggestions. First, {{5a|cha}} should be your highest ability score, followed by {{5a|int}}. Second, choose the {{5e|sage}} {{5e|background}}. Third, choose a shield and any 1 simple weapon, an arcane focus, a set of artisan's tools you are proficient in, a scholar's pack for your equipment pack, and the armor that is most consistent with your character build: with a Dexterity of 15 or higher, choose the leather armor; with a Dexterity upwards of 14, but greater than 8, choose the scale mail; and finally, with a Dexterity of 8 or lower, but a Strength of 13 or higher, choose the chain mail. <br />
<br />
{{5e Class Features<br />
|name=Aethercaster<br />
|summary=Arcane magical fighters who prefer summoning creatures over spellcasting. <br />
|hd=10<br />
|spellcasting=full<br />
|armor=All armor and shields<br />
|weapons=Simple weapons <br />
|tools=A musical instrument or a set of artisan's tools of your choice. <br />
|saves={{5a|cha}}, {{5a|int}}<br />
|skills=Choose 2 from Arcana, Athletics, History, Intimidation, Nature, Perception, Performance, Persuasion, or Religion.<br />
|item1a=Any 2 simple weapons of your choice<br />
|item1b=A shield and any 1 simple weapon of your choice<br />
|item1c=<br />
|item2a=Leather armor<br />
|item2b=Scale mail<br />
|item2c=Chain mail<br />
|item3a=A set of artisan's tools you are proficient in<br />
|item3b=A musical instrument you are proficient with<br />
|item3c=<br />
|item4a=Arcane focus<br />
|item4b=Component pouch<br />
|item4c=<br />
|item5a=An equipment pack of your choice, except for the Burglar's Pack<br />
|item5b=<br />
|item5c=<br />
|wealth=10d4 x 5<br />
|classfeatures1=Summoning Magic<br />
|classfeatures2=Heal Summon<br />
|classfeatures3=Vocational Study<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Vocational Study feature<br />
|classfeatures7=Heal Summon 2<br />
|classfeatures8=<br />
|classfeatures9=Vocational Study feature<br />
|classfeatures10=<br />
|classfeatures11=Heal Summon 3<br />
|classfeatures12=<br />
|classfeatures13=Vocational Study feature<br />
|classfeatures14=Heal Summon 4<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Vocational Study feature<br />
|classfeatures18=Heal Summon 5<br />
|classfeatures19=<br />
|classfeatures20=Masterful Summon<br />
<br />
|extrasonleft=2<br />
|extra1_name=Summoning Pool<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=6<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Summoning Magic ====<br />
Instead of traditional spellcasting, your spell slots determine how many creatures you're capable of summoning at a time. In order to summon a creature, you must perform an Action by consuming either a spell slot, or 1 of your summoning pool. The aethercaster table determines how many spell slots and summon pool you have at which character levels, with which you can cast your summons, and the aethercaster bestiary list determines which creatures of what CR can be summoned. Both a summoned creature and any personal items that were in its possession when it was summoned vanish into thin air, either when its hit points reach 0, or after completing a long rest. <br />
<br />
;Summoning Pool<br />
At 1st level, you have a summoning pool of 2, 1 of which can be expended to summon a creature(s) with a CR of 1/2 or lower. <br />
<br />
As an action, you may consume 1 of your summoning pool to perform 1 of the following summons (generalized appearances with this action may vary): <br />
* one creature with a CR of 1/2.<br />
* up to two of the same exact creature with a CR of 1/4.<br />
* up to three of the same exact creature with a CR of 1/8.<br />
* up to four of the same exact creature with a CR of 0.<br />
Once your summon pool reaches 0, you cannot use this feature again, until after you have completed a short or long rest. A short rest replenishes half of your maximum summoning pool, whereas a long rest replenishes your entire summoning pool. <br />
<br />
;How to Summon a Creature<br />
The aethercaster table shows how many spell slots you have to summon creatures with a CR of 1 or greater. To summon a creature, you must perform an Action, in which you expend a spell slot of the creature's CR or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare a list of creatures from your aethercaster bestiary list, which you can then summon. To do so, choose a number of different creatures less than or equal to your {{5a|int}} modifier + your aethercaster level (minimum of one creature). The creatures must have a CR less than or equal to the spell levels for which you have spell slots. For every spell level higher than a creature's CR that is expended as a spell slot to summon that creature, the number of creatures summoned by expending that higher level spell slot is increased equal to the difference between a creature's CR and the spell level of spell slot expended.<br />
<br />
For example, if you are a 3rd level aethercaster, you have four 1st level, and two 2nd level spell slots, within which you can prepare four creatures with a CR of 1, and 2 creatures with a CR of 2. With an {{5a|int}} of 16, you can prepare upwards of 6 creatures with a CR of either 1 or 2 that you can then summon within your list of prepared spells; however, at least 4 of those creatures must have a CR of 1, and can only be placed within a 1st level spell slot(s), and not within a 2nd level spell slot(s). If you summon a creature with a CR of 1 using a 2nd level spell (summon) slot, that summon generates two creatures, instead of one. Summoning a creature does not remove it from your list of prepared spells (summons). To dispel a summoned creature, you may either do so as a bonus action, or by replacing it with another summoned creature. <br />
<br />
You can change your list of prepared summons when you finish a long rest. Preparing a new list of summons requires time spent either in meditation or studying creature lore: at least 1 minute, per spell level of the creature you're trying to replace with a different one. <br />
<br />
;Summon Abilty<br />
Your {{5a|cha}} refers to your summon's ability to perform an action, cast a spell, or perform an attack action.<br />
<br />
Your summon's saving throw DC = 8 + your proficiency bonus + your {{5a|cha}} modifier. <br />
<br />
Your summon's attack & spellcasting modifiers = your proficiency bonus + your {{5a|cha}} modifier.<br />
<br />
;Arcane Focus<br />
You may use an {{5e|arcane focus}} as a spellcasting focus when performing a summon or using a feature that involves a summon you own.<br />
<br />
==== Heal Summon ====<br />
Starting at 2nd level, you acquire a healing pool specifically for your summon(s), equal to your maximum hit points. As an Action, you may subtract from this healing pool, choose 1 of your summoned creatures that you see within 60 feet of you, and then restore that summoned creature's hit points equal to the amount subtracted from your healing pool. <br />
<br />
Once your healing pool for this feature drops to 0, you cannot use this feature against until after you have completed a short or long rest. A short rest replenishes half of your maximum healing pool (rounded up), whereas a long rest replenishes your entire healing pool.<br />
<br />
==== Vocational Study ====<br />
When you reach 3rd level, you chose a vocational study. Choose between an arcanist, an alchemist, a musician, a nethercaster, a ritualist, a trainer, or a true aethercaster, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 6th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon, Greater====<br />
When you reach 7th level, you may choose up to 2 of your summoned creatures that you can see within 120 feet of you at a time, instead of 1 within 60 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|int}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 9th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon 3 ====<br />
When you reach 11th level, you may choose up to 3 of your summoned creatures within 180 feet of you at a time, instead of 2 within 120 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|cha}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 13th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon 4 ====<br />
When you reach 14th level, you may choose up to 4 of your summoned creatures within 240 feet of you at a time, instead of 3 within 180 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to your {{5a|con}} modifier (minimum of 1) per aethercaster level.<br />
<br />
==== Vocational Study feature ====<br />
When you reach 17th level, you gain additional features for your vocational study. <br />
<br />
==== Heal Summon 5 ====<br />
When you reach 18th level, you may choose up to 5 of your summoned creatures within 300 feet of you at a time, instead of 4 within 240 feet of you, when using this feature, and distribute the total amount subtracted from your health pool among the creatures chosen to restore their hit points. Additionally, your healing pool is increased equal to 1 {{5e|ability score}} modifier of your choice, except for {{5a|cha}}, {{5a|int}}, or {{5a|con}}, per aethercaster level.<br />
<br />
==== Masterful Summon ====<br />
When you reach 20th level, you may name 1 creature you know the existence of, and summon an exact replica of that creature's visage as an action. The CR of the summoned is 10, and this summon does not count towards your spell slots. Its ability scores, maximum hit points, and features are exactly the same as that of a pre-existing CR 10 creature you have prepared in advance. Once that creature's hit points become 0, both it and its summoned personal items vanish into thin air. <br />
<br />
You cannot use this feature again, until after you have completed a long rest.<br />
<br />
=== Arcanist ===<br />
Learning from the pure essences of life's building blocks, rather than the creature itself, an arcanist learns how to transform the utmost basic living components of almost anything into virtually any creature they desire - particularly, if it so happens to be a creature of the elements. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Arcanist subclass. <br />
<br />
;<-subclass feature name-><br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level,<br />
<br />
;<-subclass feature name-><br />
When you reach 9th level<br />
<br />
;<-subclass feature name-><br />
When you reach 13th level,<br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Alchemist ===<br />
From bones to summoning, an alchemist learns how to transmute a singular or clustered objects into creatures of similar size, volume, weight, and/or value. Whilst bones are the traditional means of accomplishing this feat, this can also be done with jewelry, skilled artisanal (durable) crafts, military equipment, or even living creatures. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Alchemist. <br />
<br />
;Bones to Summoning<br />
Starting at 3rd level, <br />
<br />
;Live Transmutation<br />
When you reach 6th level, <br />
<br />
;Antimatter Transmutation<br />
When you reach 9th level, <br />
<br />
;Living Construct<br />
When you reach 13th level, <br />
<br />
;Improbable Exchange<br />
When you reach 17th level,<br />
<br />
=== Musician ===<br />
A musician is a sort of creature tamer, whose songs soothe and calm. If a bard uses their music to directly support or harm others, then a musician provides indirect support, using their music as a means to call creatures both from the material and immaterial planes into action. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Musician. <br />
<br />
;Tame Creature<br />
Starting at 3rd level, you may attempt to tame a creature using a musical instrument, by performing a skill check for performance. The creature can be of any type whatsoever, so long as it has the ability to hear music. Upon a successful performance check with a musical instrument, a creature is tamed, and is no longer hostile towards you nor anyone that is considered to be associated with you. <br />
<br />
Additionally, you are now proficient in the performance skill. <br />
<br />
;Call Creature<br />
When you reach 6th level, <br />
<br />
;Call to Arms<br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Nethercaster ===<br />
Contrary to what the namesake might imply, a nethercaster is a subclass of aethercaster who uses light particles and applied mathematics, rather than magic, to create summons seemingly out of thin air. These summons are typically made with mathematical precision, and are free from most margins of error. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Nethercaster. <br />
<br />
;<-subclass feature name-><br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 17th level,<br />
<br />
=== Ritualist ===<br />
A ritualist traces a circle on the ground, a wall, or a sizable object, and proceeds to draw a symbol within the traced circlet. This symbol can be religious, occultist, spiritual, or even animalistic or mundane in nature, but the result remains the same: a creature is summoned by performing a ritual, more often than not requiring an offering or a sacrifice to the one who should grace the ritualist with their presence. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants additional features to you in the form of the Ritualist. <br />
<br />
;Binding Agreement<br />
Starting at 3rd level, <br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level,<br />
<br />
;Personal Relationship<br />
When you reach 17th level,<br />
<br />
=== Trainer ===<br />
Rather than placing emphasis on a particular form of summoning, a trainer prefers to train themselves and their summons alike, bolstering both in terms of their combat effectiveness, and fostering an emotional connection between the summon and their summoner alike. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the Trainer. <br />
<br />
;Martial Weapons Training<br />
Starting at 3rd level, you learn how to use one martial weapon of your choice, granting you proficiency with that martial weapon. <br />
<br />
At higher levels. You learn to use one additional martial weapon of your choice each at 6th, 9th, 13th, and 17th levels, for a maximum total of five different martial weapons proficiencies by 17th level, as a result of this feature. <br />
<br />
;Link-Bound Summoning<br />
When you reach 6th level, <br />
<br />
;Summon Training<br />
When you reach 9th level, <br />
<br />
;<-feature subtitle-><br />
When you reach 13th level, <br />
<br />
;<-feature subtitle-><br />
When you reach 17th level,<br />
<br />
=== True Aethercaster ===<br />
True to the aethercaster way of summoning, a True Aethercaster delves deeper into the core principles of summoning, rather than branching off into any specific category, in order to hone one's own summoning ability to perfection. Starting at 3rd level, and when you reach 6th, 9th, 13th, and 17th levels, the Vocational Study feature grants features to you in the form of the True Aethercaster. <br />
<br />
;Higher Level Summoning<br />
Starting at 3rd level, you know how to summon creatures at least 1 spell level higher than you're supposed to at certain spell levels. As a 3rd level aethercaster, you gain an additional 3rd level spell slot, for the purpose of using summoning magic.<br />
<br />
At higher levels. At 6th level, you gain an additional 4th level spell slot, for the purpose of using summoning magic; at 9th level, you gain an additional 6th level spell slot, for the purpose of using summoning magic; and at 13th level, you gain an additional 8th level spell slot, for the purpose of using summoning magic.<br />
<br />
;<-subclass feature name-><br />
When you reach 6th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 9th level, <br />
<br />
;<-subclass feature name-><br />
When you reach 13th level, <br />
<br />
;Maximum Summon<br />
When you reach 17th level, you learn how to exceed your summoning limit, and apply what you've learned to summoning stronger creatures than is considered normal. As an action, you may summon a CR 10 creature you have prepared in advance, having chosen from the aethercaster bestiary list. Be mindful of the size of monster you have chosen, for it must take up the same-size of unoccupied space in order to be summoned. <br />
<br />
You cannot use this feature again, until after you have completed a long rest.<br />
<br />
=== Aethercaster Bestiary List ===<br />
You know how to summon the following creatures and additional creatures based on your subclass and aethercaster level. You may refer to the following bestiary, when preparing your summoned creatures in your list of prepared spells and cantrips (summon pool). <br />
<br />
;CR 1/2 or lower<br />
* CR 0: ''Awakened Shrub, Baboon, Badger, Bat, Cat, Commoner, Crab, Eagle, Frog, Giant Fire Beetle, Goat, Hawk, Homunculus, Hyena, Jackal, Lemure, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Shrieker, Spider, Vulture, Weasel''<br />
* CR 1/8: ''Bandit, Blood Hawk, Camel, Cultist, Flying Snake, Giant Crab, Giant Rat, Giant Rat (diseased), Giant Weasel, Guard, Kobold, Mastiff, Mule, Noble, Poisonous Snake, Pony, Stirge, Tribal Warrior''<br />
* CR 1/4: ''Acolyte, Axe Beak, Blink Dog, Boar, Constrictor Snake, Draft Horse, Dretch, Elk, Flying Sword, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Pseudodragon, Riding Horse, Skeleton, Sprite, Steam Mephit, Violet Fungus, Wolf, Zombie''<br />
* CR 1/2: ''Ape, Black Bear, Cockatrice, Crocodile, Darkmantle, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Gnoll, Gray Ooze, Ice Mephit, Magma Mephit, Magmin, Reef Shark, Rust Monster, Satyr, Scout, Shadow, Thug, Warhorse, Warhorse Skeleton, Worg''<br />
<br />
;CR 1<br />
''Animated Armor, Brass Dragon Wyrmling, Brown Bear, Copper Dragon Wyrmling, Death Dog, Dire Wolf, Dryad, Ghoul, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Harpy, Hippogriff, Imp, Quasit, Specter, Spy, Swarm of Quippers, Tiger''<br />
<br />
;CR 2<br />
''Arkheg, Awakened Tree, Azer, Bandit Captain, Berserker, Black Dragon Wyrmling, Bronze Dragon Wyrmling, Cult Fanatic, Druid, Ettercap, Gargoyle, Gelatinous Cube, Ghast, Giant Boar, Giant Constrictor Snake, Giant Elk, Gibbering Mouther, Green Dragon Wyrmling, Grick, Griffon, Hunter Shark, Merrow, Mimic, Minotaur Skeleton, Ochre Jelly, Ogre Zombie, Pegasus, Plesiosaurus, Polar Bear, Priest, Rhinoceros, Rug of Smothering, Saber-Toothed Tiger, Sea Hag, Silver Dragon Wyrmling, Wererat, White Dragon Wyrmling, Will-o'-Wisp''<br />
<br />
;CR 3<br />
''Basilisk, Bearded Devil, Blue Dragon Wyrmling, Doppelganger, Giant Scorpion, Gold Dragon Wyrmling, Green Hag, Hell Hound, Killer Whale, Knight, Manticore, Mummy, Nightmare, Owlbear, Phase Spider, Veteran, Werewolf, Wight, Winter Wolf''<br />
<br />
;CR 4<br />
''Black Pudding, Chuul, Couatl, Elephant, Ettin, Ghost, Lamia, Red Dragon Wyrmling, Succubus/Incubus, Wereboar, Weretiger''<br />
<br />
;CR 5<br />
''Air Elemental, Barbed Devil, Bulette, Earth Elemental, Fire Elemental, Flesh Golem, Giant Crocodile, Giant Shark, Gladiator, Gorgon, Night Hag, Otyugh, Roper, Salamander, Shambling Mound, Triceratops, Unicorn, Water Elemental, Werebear, Wraith, Xorn''<br />
<br />
;CR 6<br />
''Chimera, Drider, Invisible Stalker, Mage, Mammoth, Medusa, Vrock, Wyvern, Young Brass Dragon, Young White Dragon''<br />
<br />
;CR 7<br />
''Giant Ape, Oni, Shield Guardian, Stone Giant, Young Black Dragon, Young Copper Dragon''<br />
<br />
;CR 8<br />
''Assassin, Cloaker, Hezrou, Hydra, Spirit Naga, Tyrannosaurus Rex, Young Bronze Dragon, Young Green Dragon''<br />
<br />
;CR 9<br />
''Clay Golem, Cloud Giant, Fire Giant, Glabrezu, Treant, Young Blue Dragon, Young Silver Dragon''<br />
<br />
;CR 10 (Maximum Summon and Masterful Summon features only)<br />
''Aboleth, Deva, Guardian Naga, Stone Golem, Young Gold Dragon, or Young Red Dragon.''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the aethercaster class, you must meet these prerequisites: either an {{5a|int}} or a {{5a|cha}} {{5e|ability score}} of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the aethercaster class, you gain the following proficiencies: two from Arcana, Athletics, History, Intimidation, Nature, Perception, Performance, Persuasion, or Religion.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:5e Class Mashup]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Aetherborn_(5e_Class)&diff=1610089Aetherborn (5e Class)2022-06-25T12:19:00Z<p>Cotsu Malcior: All issues from talk, addressed</p>
<hr />
<div><br />
== Aetherborn ==<br />
<br />
''An Aasimar was standing over the body of a defeated bandit chieftain, his hand on the dead body's chest as a bright blue energy was flowing out of it. In the midst of this, the other bandits watching began to cower in fear, running away at the fear of being attacked. The Aasimar stood up as his palm was glowing bright blue, as he looked at the running bandits, a bit confused.''<br />
<br />
''"Why are they running from me? I just wish to show them the great energies they squander that exists below them...the energy inside of them." He said, looking at his palm as he took a deep breath, a smirk rising on his face as he clenched his fist, chuckling to himself. "I will show them my power...and reveal to them what they have wasted."''<br />
<br />
An Aetherborn is a creature that has been introduced and accepted by a mystical energy called Aether, an energy known for its life giving properties. Most are made into Aetherborns as children by being dipped into a river of concentrated Aether. With this life giving energy flowing in their veins, they get access to new powers and abilities that use this new energy.<br />
<br />
=== Creating an Aetherborn ===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/003/459/550/small/michael-bierek-mike-bierek-162503-outfitted-aetherborne.jpg|[https://www.artstation.com/artwork/y2vK9] by [https://www.artstation.com/michael-bierek Michael Bierek]}}</div><br />
<br />
What you should think about before you make an Aetherborn.<br/><br />
Aether is a natural, and very rare source from the land. It's energy can only be found in the blood of Aetherborn and in concentrated pools or rivers of the energy. How did you come into contact with this energy? Was it given to you at a young age by being dipped into the water? Were you an experiment pushed into the lake? <br/> <br />
While you may be able to exist on the front lines of combat, you are still a melee caster. You function best when you find the blend between keeping your distance and when to close it.<br/><br />
<br />
;Quick Build<br />
You can make an Aetherborn quickly by following these suggestions: <br/><br />
First, Intelligence should be your highest ability score, since as an Aetherborn, it's your main spellcasting focus followed by Constitution and Strength.<br/><br />
<br />
{{5e Class Features<br />
|name=Aetherborn<br />
|summary=Aether. A magical energy that bears life giving energies. When utilized, Aether can be used to heal or empower yourself or your allies. Control these energies and show your enemies the power they squander.<br />
|hd=10<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor, Shields<br />
|weapons= Simple and Martial Melee Weapons<br />
|tools= None<br />
|saves= Constitution and Intelligence<br />
|skills= Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Perception, and Survival<br />
|item1a= 1 Martial Melee Weapon + 1 Shield<br />
|item1b= 2 Martial Melee Weapons<br />
|item1c= <br />
|item2a= Leather Armor & Crossbow + 20 Arrows<br />
|item2b= Scale Mail + A Shield<br />
|item3a= Component Pouch and a Spellcasting Focus<br />
|item3b=<br />
|item4a= Explorer's Pack<br />
|item4b= Dungeoneer's Pack<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= [[#Fighting Style|Fighting Style]], [[#Aether Surge|Aether Surge]]<br />
|classfeatures2= [[#Spellcasting|Spellcasting]], [[#Well of Aether|Well of Aether]]<br />
|classfeatures3= [[#Gift of the Aether|Gift of the Aether]] <br />
|classfeatures4= <br />
|classfeatures5= <br />
|classfeatures6= [[#Shatterforce|Shatterforce]]<br />
|classfeatures7= [[#Gift Feature|Gift Feature]] <br />
|classfeatures8= <br />
|classfeatures9= <br />
|classfeatures10= [[#Well of Aether (2)|Well of Aether (2)]]<br />
|classfeatures11= <br />
|classfeatures12= <br />
|classfeatures13= [[#Gift Feature|Gift Feature]]<br />
|classfeatures14= [[#Shatterforce (2)|Shatterforce (2)]] <br />
|classfeatures15= [[#Aether Fury|Aether Fury]]<br />
|classfeatures16= [[#Aether Restoration|Aether Restoration]]<br />
|classfeatures17=<br />
|classfeatures18= [[#Gift Feature|Gift Feature]] <br />
|classfeatures19= <br />
|classfeatures20= [[#Aether Mastery|Aether Mastery]] <br />
|extrasonleft=<br />
|extra1_name=Cantrips <br/>Known<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name= Aether <br/>Pool<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
}}<br />
<br />
====Fighting Style====<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
*'''Archery'''. You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
*'''Blind Fighting'''. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
*'''Defense'''. While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
*'''Dueling'''. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
*'''Great Weapon Fighting'''. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
*'''Interception'''. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
*'''Protection'''. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
*'''Superior Technique'''. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) <br />
<br />
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.<br />
<br />
*'''Thrown Weapon Fighting'''. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
*'''Two-Weapon Fighting'''. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
*'''Unarmed Fighting'''. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
*'''Close Quarters Shooter (UA)'''. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
*'''Mariner (UA)'''. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.<br />
<br />
*'''Tunnel Fighter (UA)'''. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.<br />
<br />
====Aether Surge====<br />
The Aether flowing through your body is able to be used to fuel special abilities, based on your dedication to the energy inside of you.<br />
<br />
Starting at 1st Level, you gain access to a special pool of Aether energy inside of you that you can use to enhance you and your abilities, as well as those of your allies. This pool is represented by your Aether Points, which shows how many uses you have in the Aetherborn Table. You can use these features that use your Aether Pool, and you learn new ways to use your Aether Pool when you gain more levels into this class. You regain your Aether Pool on a long rest.<br />
<br />
*'''Aether Strike''' You channel your energy into your weapon, which causes it to glow a bright blue. You can expend Aether Points to increase your damage. Once per turn, as a bonus action, you can use Aether Point(s) to add 1d4 Force Damage to your attacks, for an amount of time equal to the amount of Aether Points expended for this feature. 1 point is 1 round.<br />
<br />
'''At Higher Levels''' This damage increases by 1d4, starting at 5th Level, 11th Level, 14th level, and 18th Level.<br />
<br />
*'''Revitalize''' You channel your energy into yourself or another creature you can touch, as bright blue energy leaves your hand and enters you or that creature. Once per turn, as an action, you can use Aether Point(s) to heal yourself or another creature, having it regain 1d6+your Aetherborn Level+the amount of Aether Points spent to use this feature.<br />
<br />
'''At Higher Levels''' This healing increases by 1d6, starting at 8th Level and 15th level.<br />
<br />
*'''Empower''' You channel your energy into yourself or another creature you can touch, as bright blue energy leaves your hand and empowers you or that creature. Once per turn, as a bonus action, you can use Aether Points to empower yourself or another creature, granting it a 1d8 they can add to an attack, a check, or a save, possibly turning a failure into a success.<br />
<br />
====Spellcasting====<br />
Starting at 2nd level, an Aetherborn opens their body to the Aether flowing through them, and as such, have unlocked the ability to cast spells. <br/><br />
<br />
An Aetherborn learns spells from the Warlock Spell List. You can have a number of Warlock Spells prepared, equal to your Intelligence Modifier+half of your Aetherborn Levels, rounded down.<br />
<br />
For Example, a 3rd level Aetherborn with a Intelligence Modifier of 4 would be able to have 5 Warlock Spells prepared that are of a level for which you have spell slots.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Intelligence is your spellcasting ability for your Aetherborn Spells, since your spells are cast through your knowledge of the Aether. You use your {{5a|Int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|Int}} when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|Int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|Int}} modifier</tt></code><br />
<br />
Aetherborn are directly influenced by the Aether inside of them, and as such, uses their weapons or armor as their Spellcasting focus. You must be proficient with the weapon or armor to use it as a Focus.<br />
<br />
==== Well of Aether ====<br />
<br />
Aether flows through you, and as such, you're harder to kill than the normal warrior on the battlefield. During the end of your turn in which you had spent Aether Points, you can regain hit points, equal to your Aetherborn Level.<br />
<br />
'''You can use this feature a number of times, equal to your Intelligence Modifier. You regain all expended uses on a long rest.'''<br />
<br />
'''Starting at 10th level, your Well now gives your Temporary Hit Points, equal to your Intelligence Modifier + your proficiency bonus, as well as heals you as normal.'''<br />
<br />
==== Gift of the Aether ====<br />
<br />
Starting at 3rd level, the Aetherborn unlocks more of their latent energy, and starts to focus it into a more diverse awakening.<br />
<br />
[[#Gift_of_Iron_Valor| Gift of Iron Valor]] - A tank/damage hybrid usage of Aether, providing stronger buffs to yourself to increase your survivability and damage.<br />
<br />
[[#Gift_of_Radiance| Gift of Radiance]] - A support based usage of Aether, providing numerous damage buffs and healing buffs to you or your allies.<br />
<br />
[[#Gift_of_Shadows| Gift of Shadows]] - As Aether is known to give life, it can also be twisted to drain life instead. A full DPS build made around Necrotic damage.<br />
<br />
<br />
Your chosen Gift grants the Aetherborn a feature at 3rd level, 7th level, 12th level, and 18th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Shatterforce ====<br />
<br />
Your Aether energies begin to amplify, and as such, as you use your abilities or deal force damage, you feel yourself invigorated. Starting at 6th level, on a turn where you deal Force Damage or spend an Aether Point, you can use a bonus action to deal 1d8+your Intelligence Modifier Force Damage to a creature within 5 ft of you. <br />
<br />
At 14th level, this damage increases to 2d8+your Intelligence Modifier.<br />
<br />
'''You can only use this feature a number of times, equal to your proficiency bonus. You regain all uses of this feature on a short or long rest.'''<br />
<br />
==== Aether Fury ====<br />
Beginning at 15th level, your Aether energies begin to fuel your speed, strength, ability to take damage. You can use an action to invoke your Aether, granting you the benefits of the Haste Spell, but you don't require concentration for it. Also, if you would take damage during this time, you can reduce it by 1d10+your Constitution Modifier.<br />
<br />
'''This feature lasts for 1 minute. After, you become drained, and are treated as stunned until the end of your next turn. You can use this feature twice before a long rest.'''<br />
<br />
==== Aether Restoration ====<br />
<br />
Aetherborns use a lot of Aether, and now with the proper control of it, you've learned to restore it when you're starting to get low. If you enter combat while you have no Aether Points, starting at 16th level, you can regain Aether Points equal to half of your Aetherborn Level, rounded down.<br />
<br />
'''You can only use this feature once per long rest.'''<br />
<br />
<br />
==== Aether Mastery ====<br />
<br />
You now bear full control over the Aether inside of your body, and as such, you have the ability to use your Aether abilities without needing to expend it. Starting at 20th level, you can use the Aether Strike, Revitalize, and Empower Aether abilities without spending Aether Points as using 2 Aether Points for them once per long rest. Also if you damage a creature with an Aether ability, you regain Hit Points, equal to the amount of damage you dealt.<br />
<br />
=== Gift of Iron Valor ===<br />
<br />
The ravine that protects the city from the flood. The wall that protects the people from the swarm. The guardian that protects the innocent from war. That is what you are. As an Iron Valor Aetherborn, you use your mystic energies to protect the people around you, while strengthening yourself to put those who would hurt them into the ground.<br />
<br />
;{{#anc: Armored Wall}}<br />
<br />
When you choose this gift, you gain proficiency in Heavy Armor, and if you are wearing heavy armor, you and allies within 10 feet of you gain +1 to AC. Also, if a creature makes an attack on another creature within 5 ft of you, you can make an attack of opportunity on that creature.<br />
<br />
'''You can only use this feature a number of times, equal to your Strength Modifier. You regain all uses on a long rest.'''<br />
<br />
;{{#anc: Versatile Aether Capabilities}}<br />
<br />
After you choose this Gift, you gain access to 2 new abilities that you can use with your Aether Points.<br />
<br />
*'''Aether Shield''' You can forge your Aether energy to protect your allies from danger. You can spend Aether Points, as a reaction, to reduce the damage an allied creature would take from an attack by 4*the amount of Aether Points spent. If you reduce the damage a creature takes by 0 with this effect, you gain a bonus to your next damage roll, equal to the damage that creature would've taken.<br />
<br />
*'''Stand your Ground''' You forge your Aether inside of your body, making yourself stronger and more resilient to damage. You can spend Aether Points as a bonus action to increase your AC by the amount of Aether Points spent for 1 round, and add a bonus to your Attack rolls equal to the amount of Aether Points spent. During that round, you cannot move, and you can only use your action to use the attack action. In exchange, when you use the attack action, you can attack one additional time when you make the attack action.<br />
<br />
;{{#anc: Iron Breaker}}<br />
<br />
With your empowered Aether energy, you have become adapted to disarming opponents, leaving them without a weapon. Starting at 7th level, if a creature that makes a melee attack misses or if you land an opportunity attack on a creature, you can force that creature to make a Constitution saving throw against your Spellcasting DC. On a fail, that creature has its current weapon broken, and it cannot make attacks with that weapon. A creature with natural weapons has advantage on this save.<br />
<br />
;{{#anc: Breaker of Armies}}<br />
<br />
Using your Aether to empower yourself has its benefits, and now it starts to show in your abilities against large amounts of enemies. Starting at 13th level, during your turn, if you are affected by your Stand Your Ground Aether ability and you take the attack action, you can include 2 other creatures within 5 feet of you in the same attack. A creature hit by this ability takes additional damage, equal to the amount of Aether Points spent this turn.<br />
<br />
;{{#anc: Blood of Iron}}<br />
<br />
Your Aether has fully accepted your body, and as such, your skin has hardened to that of iron. Starting at 18th level, you gain immunity to bludgeoning, piercing, and slashing damage, and your AC is increased by 3, but you gain vulnerability to Acid and Force damage.<br />
<br />
=== Gift of Radiance ===<br />
<br />
The Aether is a mystical energy that can give life and revitalize the people around you. When focused into a central area, it's powers increase immensely, but begin to lose it's damaging capabilities. You do not worry about this though. You are a winged guardian, providing numerous buffs to your team to protect them from harm, and to put harm away for good.<br />
<br />
;{{#anc: Invigorating Radiance}}<br />
<br />
Starting at 3rd level, you can use a bonus action to create a 10 foot radius aura at your current location, as the ground becomes a pool of focused Aether energies. When you or an allied creature starts its turn in the pool, it gains temporary hit points, equal to 1d8+your Aetherborn Level. Also, as an action on your turn, you can send a pulse of healing energy through the pool, healing you and all allied creatures inside of it, regaining 1d6+your Aetherborn Level Hit Points.<br />
<br />
'''This feature lasts for 1 minute. You can only use this feature a number of times, equal to your proficiency bonus. You regain all uses on a long rest.'''<br />
<br />
;{{#anc: Versatile Aether Capabilities}}<br />
<br />
After you choose this Gift, you gain access to 2 new abilities that you can use with your Aether Points.<br />
<br />
*'''Empowering Radiance''' You send a pulse of empowering Aether into your Pool of Radiance, strengthening those inside of it. You can spend Aether Points to strengthen your allies, granting them 1d6 Force Damage in addition to their attacks. One point equals 1 round of additional damage while they remain in the pool.<br />
<br />
'''At higher levels''' This damage increases by 1d6 at 8th level and 16th level.<br />
<br />
*'''Cursing Radiance''' You can enhance your Pool of Radiance by causing it to damage enemies who enter the pool, making it dangerous for them to enter. You can spend Aether Points, making your Pool of Radiance dangerous to creatures who enter it, dealing 1d4 Radiant Damage to creatures who enter or start their turn in the Pool. One point equals 1 round of damage in it.<br />
<br />
'''At higher levels''' This damage increases by 1d4 at 8th level and 16th level.<br />
<br />
;{{#anc: Blessing of the Sky}}<br />
<br />
Your Aether energies are invigorating to your allies, and as such, you can restore energies that others thought impossible. Starting at 7th level, if you heal a creature with your Invigorating Radiance feature, you can have that creature either regain spell slots of their lowest level, or you can have that creature regain usages of a feature that resets on a short rest. A creature regains either spell slots or the usages of a class feature once on the same usage of the Invigorating Radiance feature.<br />
<br />
;{{#anc: Guardian Angel}}<br />
<br />
With your Aether running through you, you can channel your abilities to take to the sky and slow your falling. Starting at 13th level, you can use your Aether to create wings on your back that can be used to reduce your falling speed to 5 feet instead, and if a creature tries to attack you while you are more than 10 feet off the ground, that attack is made with disadvantage. If you healed or empowered someone with your Invigorating Radiance feature this round, they can reduce their falling speed to 5 feet, instead of normal speed.<br />
<br />
;{{#anc: Radiant Dawnblade}}<br />
<br />
Your Aether now solidifies inside of your blood, represented by a glowing blade. While you have this weapon, it is treated as a longsword that you are proficient with, and landing an attack with it deals 3d8 Radiant Damage and marks the creature, increasing the damage it takes. A creature affected by this blade takes an increased 3d8 Radiant Damage whenever a creature damages it, until the end of your next turn. As an action, you can drop your blade into the ground, consecrating the ground into a 10 foot radius of Divine Aether. If an allied creature deals damage to another creature while in this Divine Aether, they deal double damage to that creature.<br />
<br />
This circle of consecrated energy lasts for 1 minute.<br />
<br />
'''You can only use your Radiant Dawnblade action once per long rest.'''<br />
<br />
=== Gift of Shadows ===<br />
<br />
Like all energies, even Aether can be twisted for darker needs. It's energies can be shifted to instead drain and absorb the life from it's targets, instead of giving life to them. This is a dangerous path, as it can be harmful to the user, but those who master it become skilled assassins and benders of it's dark magic.<br />
<br />
;{{#anc: Draining Darkness}}<br />
<br />
When you choose this gift at 3rd level, the Aether inside of you has twisted to your dark desires, and as such, granted you resistance to Necrotic Damage. Also, when you deal Necrotic damage with a melee attack or with a spell, you regain Hit Points, equal to half of the damage dealt, rounded down.<br />
<br />
;{{#anc: Versatile Aether Capabilities}}<br />
<br />
After you choose this Gift, you gain access to 2 new abilities that you can use with your Aether Points.<br />
<br />
*'''Dark Empowerment''' You control your Aether to strengthen your weapon with dark energies, empowering it with it. You can spend Aether Points, causing your weapon to gain a bonus to attack rolls, equal to the amount of Aether Points spent for this effect, and it adds a number of d4s of Necrotic Damage equal to the number of Aether Points spent for this effect. These changes last until the end of the round.<br />
<br />
*'''Aether Corruption''' The darkness of the Aether can be controlled to spread into your body, enhancing your regeneration from your Necrotic Abilities. You can spend Aether Points to make the healing from your Draining Darkness heal you for full damage, instead of half. One point is one round of this effect.<br />
<br />
;{{#anc: Shadow Strike}}<br />
<br />
Your Dark Aether now begins to flow into your weapon, empowering it permanently when it's in your hands. Starting at 7th level, while you are wielding a weapon in which you are proficient with, it now deals an additional damage dice of that weapon in Necrotic Damage. Additionally, you ignore resistances to Necrotic Damage, and you treat immunity to Necrotic Damage as resistance to it.<br />
<br />
;{{#anc: Envelop Darkness}}<br />
<br />
Your Dark Aether enhances your senses in the dark, as well as darkness from other sources. Starting at 13th level, you can see in magical darkness, and if you're standing in magical darkness, you gain the effect of Dark Empowerment, as if it was activated with 2 Aether Points, while you are standing in magical darkness.<br />
<br />
;{{#anc: Aura of Shadows}}<br />
<br />
Your Dark Aether has completely become a part of you, and can now seep out of you at an area. Starting at 18th level, you can release a 10 foot radius area of enhanced magical darkness that only you and creatures with True Sight can see through. If you damage a creature inside of this darkness, it's speed is reduced to 0, and it cannot use a bonus action or a reaction, until the end of it's next turn.<br />
<br />
The area lasts for 1 minute, and does not follow you.<br />
<br />
'''You can only use this feature once per long rest.'''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Aetherborn class, you must meet these prerequisites: 13 {{5a|Int}}, 13 {{5a|Str}} and 13 {{5a|Con}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Aetherborn class, you gain the following proficiencies: light armor, medium armor, shields, simple and martial melee weapons. <br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Fighter Tag]]<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Suva_(5e_Race)&diff=1610088Suva (5e Race)2022-06-25T11:07:07Z<p>Cotsu Malcior: </p>
<hr />
<div>==Suva==<br />
{{quote|A woman the likes of which I've never seen walked among the men. As she touched them they were healed and as she spoke to them they were calmed. Then, as soon as she was finished she drew a sword and looked back at me and I could see beneath all of the love there was a fierce and angelic spirit. It was nice to know that even though some of the gods had abandoned us, that we were still not alone this night.|orig=Excerpt form The Darkest Night by Bastilius Nightcutter}}<br />
<br />
===Physical Description===<br />
While in their true celestial form suva appear as young and beautiful women, but when given a mission from the higher heavens, they can take any form they please that will assist with completion. No matter what form they take, their celestial heritage always makes itself known whether by a unique hair color, unique/glowing eyes or something as simple as being reassured in their presence. Their beauty and grace is complimented by their unusually toned physique; chiseled muscles and strong eyes are just as much traits of the suva as their charming looks and gentle voices.<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
===History===<br />
The suva are peacekeepers for angels and lesser deities. Although they look beautiful and calm, they can be fierce warriors when the need arises. The suva were created specifically for times of war, especially between mortals and lesser demons, although suva have also intervened against especially evil material planar enemies as well. The suva usually do not actively seek battle during these conflicts for they are better suited as clerics and caregivers but there are still many suva who actively fight against evil as fiercely as any true angel. While on the celestial plane, suva occupy their time with rigorous preparation for their respective missions in large academy-like buildings, preparing for the day when they will be chosen to take up the blade on their deities or angels behalf.<br />
<br />
===Society===<br />
While in the celestial plane, suva grow a strong connection with their angel or deity; swearing their life and soul to them. Suva spend all their time training, learning, and building their power in honour of their master. Due to this, unless ordered to go down into the material plane, suva always stay in the celestial plane with other holy beings. When ordered into the material plane, suva usually do not stay after a large conflict is resolved and the damage is undone. However, some do stay as a safeguard against demons who would want to take advantage on the weakened mortal states. You may also occasionally have suva who stay simply to explore this new world. Regardless of why they stay, all suva are always prepared to fight in the name of good.<br />
<br />
===Suva Names===<br />
Suva names always contain only 2 syllables and are usually names with more prominent vowels.<br />
<br />
'''Female:''' Ardee, Faeri, Romoi<br />
<br />
===Suva Traits===<br />
{{5e Racial Traits<br />
|summary= Beautiful celestials that comfort their allies and crush their foes.<br />
|abilities= Your {{5a|cha}} score increases by 2, and your {{5a|str}} and {{5a|dex}} scores each increase by 1.<br />
|age= Suva are created fully formed and never age.<br />
|alignment= Suva are never evil in any capacity.<br />
|size= Suva usually appear short and dainty. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait2= Celestial Heritage<br />
|description2= You have advantage on saving throws against being {{5c|Charmed}} or {{5c|Frightened}} and you only need to eat, drink and sleep half as much as normal for a {{5e|human}}.<br />
|trait3= Celestial Soothing<br />
|description3=As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.<br />
|trait4= Battle Ready<br />
|description4= You can draw or stow two weapons at once instead of one and can don or doff armor as an action.<br />
|trait5= Celestial Wings. <br />
|description5= You have a pair of white feathered wings. These wings, although not strong enough to lift you fully grant you resistance to fall damage. They also give you the ability to hover 5ft over liquid or solid ground for 1 minute per level. You must complete a short rest to use this ability again. While your wings are a sight to behold they are not as magnificent or as grand as other more established celestials. You only gain use of your Hover ability when you are wearing light or medium armor and only if you are proficient with the armor you are wearing.<br />
|trait6= Graceful Form<br />
|description6= You are proficient with either the {{5s|Acrobatics}} or {{5s|Athletics}} skill.<br />
|languages= You can speak, read and write Common, and Celestial.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Suva<br />
|feet= 5<br />
|inches= 1<br />
|heightmod= 1d8<br />
|weight= 100<br />
|weightmod= 1d8<br />
}}<br />
<br />
===Suggested Characteristics===<br />
When creating a suva character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
Suva are powerful celestials but they never come to the material plane on their own will even if they end up staying. Use these tables to decipher why you are here and why you have not returned to the celestial plane. Is your mission ongoing? Have you fallen in love? Did you fail your mission and are afraid of the consequences? Do you serve a deity or just a more powerful celestial? How long have you been here and what kind of life have you forged for yourself?<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I am stalwart and true. I never lie and dislike those who do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I love mortal leisurely activities like bathing, sports and art.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I tend to over dramatize things and usually tell stories a bit more exciting than they actually are.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am intrigued by mortals and am always looking for opportunities to learn about them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I sing, dance and generally tend to be happy. This is an experience and I should enjoy every moment of it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I think mortals can be a little dumb at times. They seem to fight for no reason and that really bothers me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I enjoy battle. It gives me a chance to show off my skills.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || My celestial background gets ahold of me sometimes and I notice myself trying to govern the lives of others.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''The Greater Good''' I fight because it is right and I save mortals because they need me. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Inquisitiveness''' I just want to explore the material plane and the wonders it holds. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Service''' I am here for a purpose and I shall not rest until it is completed. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Frivolity''' I was sent to accomplish something and I will accomplish it when I want to. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Education''' I must study this realm and everything about it so we can be better prepared next time. (Any)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Preparation''' Although my mission is completed I feel as though my presence is still needed. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || The being that sent me trusted me with a terrible secret about my mission. I must not fail!<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I could not have continued my mission if not for a brave soldier who saved me from peril at the cost of his own life. I owe his family everything I have.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I have grown close to a church of my patron and we trade information often.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I have realised that the church I thought I was fighting for is a cult.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I have fallen in love here and I cannot leave knowing they could be in danger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I need to find an artifact and working with an unsavory group might be my only way to do so.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have tasted of the more vulgar pleasures of the material plane and now I can't seem to resist them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My orderly past has a grip on me and I have a hard time standing up to authority figures even when I know they are wrong.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I don't care about the odds of victory. If I see evil i will destroy it no matter what the cost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am here to complete my mission but I do not think the material plane can be saved and I'm not afraid to let others know that.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am here to save these mortals and I am not afraid to remind them that I am above them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am always willing to sacrifice the individual for the greater good.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category: Medium Size]]<br />
[[Category: Celestial Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Arcaedia_(5e_Race)&diff=1405111Arcaedia (5e Race)2020-11-15T23:35:22Z<p>Cotsu Malcior: </p>
<hr />
<div><br />
==Arcaedia==<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
===Almost Hidden in Plain Sight===<br />
One would think that wielders of dark magic would be easily spotted, but most arcaedians easily pass for human in most societies. They are often described as larger than average humans with arcane skin patterns that spiral around the arms, legs, and along their spine. They have skin on the darker side usually ranging anywhere from light tan to black. Their eyes can come in any color under the sun, but flecks of gold are always consistent. Their hair is usually black or brown, but red, blond, or even white aren't out of the question. The arcane patterns and characters on their skin are indecipherable, purple and black or white markings that may glow if feeling nervous or angry. Every arcaedian's patterns are different, and that includes the way they manifest. When summoning their spectral limbs, it appears as if the symbols themselves are floating off to form them - the spectral formations do maintain these patterns, with the lines and gaps forming the shape of the selected limb.<br />
<br />
===History===<br />
The arcaedian people are the result of desperate people with a well-intentioned cause that ended up with interesting after effects. These people were once humans that lived on a remote island kingdom on the Prime Material Plane, the name of this ancient kingdom lost to the ages. This island was constantly under attack from pirates and other nations trying to claim rare treasures and valuable natural resources that it held.<br />
<br />
After many centuries of war, the people had had enough. They began seeking help from any source they could to help get the upper hand in the battles that plagued their home. When they received an offer of immense magical power and combat prowess for a mere 5 gold piece per soldier, how could they refuse? But like most things that sound too good to be true, it was. What they thought was a powerful and benevolent sorcerer was an amateur warlock serving an unknown dark entity looking to cause chaos.<br />
<br />
The ritual complete, they returned to their homeland and crushed all invaders who would flee after witnessing the terrifying power the people of the island wielded. Only fools with a deathwish would sail near its shores. But as is the nature of the world, things eventually go awry.<br />
<br />
Before long, rumors of an island ruled by demons found the ears of many would-be adventurers and holy men across the world from the few survivors that had attacked the island. This mounted another massive assault against the arcaedian homeland. Although they wielded mighty power, the sheer numbers they now faced wore away at their defenses. Faced with few options, they fled to the larger continents under the cover of night to begin a new life. But not without grieving the loss of their fallen kingdom.<br />
<br />
===Hidden Away===<br />
Although easily passing as human in most societies, the arcaedian people prefer to keep to their own secluded colonies hidden in remote regions such as high mountains, deep forests, and underground cavern systems, anywhere where people rarely travel. They build housing out of whatever they can find within the area. If abundant in stone, stone dwellings abound. Plentiful wood and animals for pelts? Lodges and tents for all! These colonies form closely-knit, self-reliant communities led by a chief elected every few decades. If the people become unhappy with their new leader, they could petition for a new one, challenge the chief for leadership in a test of strength and intellect, or they could simply leave and start a new colony with any others that disapprove of the current leader.<br />
<br />
===Arcaedian Names===<br />
Since the arcaedia began as humans and still hold strongly to their humanity, they still have human names and naming customs. <br />
<br />
===Arcaedian Traits===<br />
{{5e Racial Traits<br />
|summary=They took a risk to protect their kingdom, but was what they got worth it in the end?<br />
|abilities=Your {{5a|con}} score increases by 2.<br />
|age=Arcaedians develop to maturity by the age of 13 before slowing to a normal human age rate, though they live an upwards of over 150 years.<br />
|alignment=Being formerly human, they are a mixed bag of alignments. Some were turned evil from the corruption of their newfound power, while others stood tall against the incoming threat and remained good. Similarly, many chose to use it to aid only those who were in need, but few still uphold the code of their fallen kingdom.<br />
|size=They are on the taller side for a human, ranging from 5'6" to 6'4". Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Spectral Limb<br />
|description2=After being tampered with by questionable magic, the arcaedia gained the ability to use the magical energy that now resides within them by way of their runic markings. As an action, you can activate this energy to form enlarged, spectral versions of one of your body parts, usually the arm or leg. You can attack with this limb as a magical, unarmed strike that deals 1d6 force damage plus your Constitution modifier. You are proficient with this method of attack. This power can be harmful when channeled in long bursts or moments of high stress like combat; As such, you can only manifest this ability for up to 1 minute at a time. This power can be deactivated using a bonus action on your turn and can be used once, regaining the spent use at the end of your next long rest.<br />
|trait3=Unholy Resilience<br />
|description3=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.<br />
<br />
|languages=You can read, write, and speak common plus one other language of your choice.<br />
|subrace=Two variants of arcaedia exist. Abyssal arcaedia are those among the original and their descendants; those marked with the same dark patterns as the rest. Ascended arcaedia came about after the fall of their kingdom, their white markings taken as a sign that they had finally left the shadow of evil cast by the dark power that ruined them. Choose one of the following subraces.<br />
}}<br />
<br />
====Abyssal====<br />
Your black or purple markings announce you as an abyssal arcaedia with the darker magic of your ancestors flowing through your veins. <br />
<br />
{{5e Subrace Traits<br />
|abilities=As an abyssal arcaedia, either your {{5a|str}} or {{5a|dex}} score increases by 1.<br />
|trait1=Darkness Sensitivity<br />
|description1=Your senses grow more powerful in the absence of light. You can see in darkness and dim light as if it were bright light with your ''darkvision''.<br />
|trait2=Shadow Boxer<br />
|description2=When you make an attack with your spectral limb, you can choose to substitute the force damage for necrotic damage. <br />
|trait3=Skillful Subterfuge<br />
|description3=Telling lies or stealing can be like second nature to you. You have proficiency with your choice of either the {{5s|Deception}} or {{5s|Sleight of Hand}} skill.<br />
}}<br />
<br />
====Ascended====<br />
A bit on the rarer side, but occasionally an arcaedia is born with white markings. Their people take this as a sign of the gods or an omen of greatness for the future of this child.<br />
<br />
{{5e Subrace Traits<br />
|abilities=As an ascended arcaedia, either your {{5a|wis}} or {{5a|int}} score increases by 1. <br />
|trait1= People Reader<br />
|description1=You have a knack for picking out people's intentions. You are proficient with the {{5s|Insight}} skill. <br />
|trait2=Divine Protection<br />
|description2=You have resistance to necrotic damage.<br />
|trait3= Shadow Banisher<br />
|description3=You know the ''{{5e|light}}'' cantrip, your casting modifier for which is whichever ability score you chose to increase when you took this subrace (either {{5a|wis}} or {{5a|int}})<br />
}}<br />
<br />
===Age/ Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Arcaedian Age Range<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Child || Adulthood || Middle-Aged || Old || Maximum Life Span<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 0-12 || 13-99 || 100-159 || 160-199 || 200<br />
|}<br />
<br />
{{heightweight<br />
|name=Arcaedia<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d8<br />
|weight=180<br />
|weightmod=2d4<br />
}}<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Arcaedia_(5e_Race)&diff=1405110Arcaedia (5e Race)2020-11-15T23:34:38Z<p>Cotsu Malcior: /* Arcaedian Traits */</p>
<hr />
<div>{{wording|Spectral Limbs is written and mechanically presented as if it were a class feature. I am unsure of which existing fiction this is attempting to replicate but this trait could be vastly simplified/ broken down and ideally should be.}}<br />
==Arcaedia==<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
===Almost Hidden in Plain Sight===<br />
One would think that wielders of dark magic would be easily spotted, but most arcaedians easily pass for human in most societies. They are often described as larger than average humans with arcane skin patterns that spiral around the arms, legs, and along their spine. They have skin on the darker side usually ranging anywhere from light tan to black. Their eyes can come in any color under the sun, but flecks of gold are always consistent. Their hair is usually black or brown, but red, blond, or even white aren't out of the question. The arcane patterns and characters on their skin are indecipherable, purple and black or white markings that may glow if feeling nervous or angry. Every arcaedian's patterns are different, and that includes the way they manifest. When summoning their spectral limbs, it appears as if the symbols themselves are floating off to form them - the spectral formations do maintain these patterns, with the lines and gaps forming the shape of the selected limb.<br />
<br />
===History===<br />
The arcaedian people are the result of desperate people with a well-intentioned cause that ended up with interesting after effects. These people were once humans that lived on a remote island kingdom on the Prime Material Plane, the name of this ancient kingdom lost to the ages. This island was constantly under attack from pirates and other nations trying to claim rare treasures and valuable natural resources that it held.<br />
<br />
After many centuries of war, the people had had enough. They began seeking help from any source they could to help get the upper hand in the battles that plagued their home. When they received an offer of immense magical power and combat prowess for a mere 5 gold piece per soldier, how could they refuse? But like most things that sound too good to be true, it was. What they thought was a powerful and benevolent sorcerer was an amateur warlock serving an unknown dark entity looking to cause chaos.<br />
<br />
The ritual complete, they returned to their homeland and crushed all invaders who would flee after witnessing the terrifying power the people of the island wielded. Only fools with a deathwish would sail near its shores. But as is the nature of the world, things eventually go awry.<br />
<br />
Before long, rumors of an island ruled by demons found the ears of many would-be adventurers and holy men across the world from the few survivors that had attacked the island. This mounted another massive assault against the arcaedian homeland. Although they wielded mighty power, the sheer numbers they now faced wore away at their defenses. Faced with few options, they fled to the larger continents under the cover of night to begin a new life. But not without grieving the loss of their fallen kingdom.<br />
<br />
===Hidden Away===<br />
Although easily passing as human in most societies, the arcaedian people prefer to keep to their own secluded colonies hidden in remote regions such as high mountains, deep forests, and underground cavern systems, anywhere where people rarely travel. They build housing out of whatever they can find within the area. If abundant in stone, stone dwellings abound. Plentiful wood and animals for pelts? Lodges and tents for all! These colonies form closely-knit, self-reliant communities led by a chief elected every few decades. If the people become unhappy with their new leader, they could petition for a new one, challenge the chief for leadership in a test of strength and intellect, or they could simply leave and start a new colony with any others that disapprove of the current leader.<br />
<br />
===Arcaedian Names===<br />
Since the arcaedia began as humans and still hold strongly to their humanity, they still have human names and naming customs. <br />
<br />
===Arcaedian Traits===<br />
{{5e Racial Traits<br />
|summary=They took a risk to protect their kingdom, but was what they got worth it in the end?<br />
|abilities=Your {{5a|con}} score increases by 2.<br />
|age=Arcaedians develop to maturity by the age of 13 before slowing to a normal human age rate, though they live an upwards of over 150 years.<br />
|alignment=Being formerly human, they are a mixed bag of alignments. Some were turned evil from the corruption of their newfound power, while others stood tall against the incoming threat and remained good. Similarly, many chose to use it to aid only those who were in need, but few still uphold the code of their fallen kingdom.<br />
|size=They are on the taller side for a human, ranging from 5'6" to 6'4". Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Spectral Limb<br />
|description2=After being tampered with by questionable magic, the arcaedia gained the ability to use the magical energy that now resides within them by way of their runic markings. As an action, you can activate this energy to form enlarged, spectral versions of one of your body parts, usually the arm or leg. You can attack with this limb as a magical, unarmed strike that deals 1d6 force damage plus your Constitution modifier. You are proficient with this method of attack. This power can be harmful when channeled in long bursts or moments of high stress like combat; As such, you can only manifest this ability for up to 1 minute at a time. This power can be deactivated using a bonus action on your turn and can be used once, regaining the spent use at the end of your next long rest.<br />
|trait3=Unholy Resilience<br />
|description3=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.<br />
<br />
|languages=You can read, write, and speak common plus one other language of your choice.<br />
|subrace=Two variants of arcaedia exist. Abyssal arcaedia are those among the original and their descendants; those marked with the same dark patterns as the rest. Ascended arcaedia came about after the fall of their kingdom, their white markings taken as a sign that they had finally left the shadow of evil cast by the dark power that ruined them. Choose one of the following subraces.<br />
}}<br />
<br />
====Abyssal====<br />
Your black or purple markings announce you as an abyssal arcaedia with the darker magic of your ancestors flowing through your veins. <br />
<br />
{{5e Subrace Traits<br />
|abilities=As an abyssal arcaedia, either your {{5a|str}} or {{5a|dex}} score increases by 1.<br />
|trait1=Darkness Sensitivity<br />
|description1=Your senses grow more powerful in the absence of light. You can see in darkness and dim light as if it were bright light with your ''darkvision''.<br />
|trait2=Shadow Boxer<br />
|description2=When you make an attack with your spectral limb, you can choose to substitute the force damage for necrotic damage. <br />
|trait3=Skillful Subterfuge<br />
|description3=Telling lies or stealing can be like second nature to you. You have proficiency with your choice of either the {{5s|Deception}} or {{5s|Sleight of Hand}} skill.<br />
}}<br />
<br />
====Ascended====<br />
A bit on the rarer side, but occasionally an arcaedia is born with white markings. Their people take this as a sign of the gods or an omen of greatness for the future of this child.<br />
<br />
{{5e Subrace Traits<br />
|abilities=As an ascended arcaedia, either your {{5a|wis}} or {{5a|int}} score increases by 1. <br />
|trait1= People Reader<br />
|description1=You have a knack for picking out people's intentions. You are proficient with the {{5s|Insight}} skill. <br />
|trait2=Divine Protection<br />
|description2=You have resistance to necrotic damage.<br />
|trait3= Shadow Banisher<br />
|description3=You know the ''{{5e|light}}'' cantrip, your casting modifier for which is whichever ability score you chose to increase when you took this subrace (either {{5a|wis}} or {{5a|int}})<br />
}}<br />
<br />
===Age/ Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Arcaedian Age Range<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Child || Adulthood || Middle-Aged || Old || Maximum Life Span<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 0-12 || 13-99 || 100-159 || 160-199 || 200<br />
|}<br />
<br />
{{heightweight<br />
|name=Arcaedia<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d8<br />
|weight=180<br />
|weightmod=2d4<br />
}}<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405107Yakfolk (5e Race)2020-11-15T23:13:07Z<p>Cotsu Malcior: </p>
<hr />
<div><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===Yikaria Names===<br />
Yikaria named their children originally in an old dead tongue simply referred to as "Yikarian". The language is no longer used and very few yikaria can read or speak it, so they have gone with Orcish instead, which scholars agree is very similar in makeup to the yikaria's original tongue.<br />
<br />
'''Male:''' Orgruck, Yagarok, Tungul, Mordock, Ragabak<br />
<br />
'''Female:''' Meliook, Redupa, Frangia, Umkalal, Unkiter<br />
<br />
===Yikaria Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your constitution score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 450-600 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Shed Crafting<br />
|description3= Once per week, you can take 8 hours to craft a set of Winter Clothing or a Winter Blanket, these items made from rare yikaria fur are worth 1.5 times their usual value. It take you 1 week to gather enough fur to use this feature again.<br />
|trait4= Big Strides<br />
|description4= You can use your experience moving in deep snow to your advantage. You can use your bonus action to ignore difficult terrain on your turn.<br />
|languages= You can speak, read, and write Common and Orcish<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yikaria<br />
|feet=7<br />
|inches=2<br />
|heightmod= 2d6<br />
|weight= 450<br />
|weightmod=3<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Beast Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405106Yakfolk (5e Race)2020-11-15T23:11:44Z<p>Cotsu Malcior: /* Yikaria Traits */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===Yikaria Names===<br />
Yikaria named their children originally in an old dead tongue simply referred to as "Yikarian". The language is no longer used and very few yikaria can read or speak it, so they have gone with Orcish instead, which scholars agree is very similar in makeup to the yikaria's original tongue.<br />
<br />
'''Male:''' Orgruck, Yagarok, Tungul, Mordock, Ragabak<br />
<br />
'''Female:''' Meliook, Redupa, Frangia, Umkalal, Unkiter<br />
<br />
===Yikaria Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your constitution score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 450-600 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Shed Crafting<br />
|description3= Once per week, you can take 8 hours to craft a set of Winter Clothing or a Winter Blanket, these items made from rare yikaria fur are worth 1.5 times their usual value. It take you 1 week to gather enough fur to use this feature again.<br />
|trait4= Big Strides<br />
|description4= You can use your experience moving in deep snow to your advantage. You can use your bonus action to ignore difficult terrain on your turn.<br />
|languages= You can speak, read, and write Common and Orcish<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yikaria<br />
|feet=7<br />
|inches=2<br />
|heightmod= 2d6<br />
|weight= 450<br />
|weightmod=3<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Beast Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405105Yakfolk (5e Race)2020-11-15T23:11:09Z<p>Cotsu Malcior: /* Random Height and Weight */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===Yikaria Names===<br />
Yikaria named their children originally in an old dead tongue simply referred to as "Yikarian". The language is no longer used and very few yikaria can read or speak it, so they have gone with Orcish instead, which scholars agree is very similar in makeup to the yikaria's original tongue.<br />
<br />
'''Male:''' Orgruck, Yagarok, Tungul, Mordock, Ragabak<br />
<br />
'''Female:''' Meliook, Redupa, Frangia, Umkalal, Unkiter<br />
<br />
===Yikaria Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your constitution score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Shed Crafting<br />
|description3= Once per week, you can take 8 hours to craft a set of Winter Clothing or a Winter Blanket, these items made from rare yikaria fur are worth 1.5 times their usual value. It take you 1 week to gather enough fur to use this feature again.<br />
|trait4= Big Strides<br />
|description4= You can use your experience moving in deep snow to your advantage. You can use your bonus action to ignore difficult terrain on your turn.<br />
|languages= You can speak, read, and write Common and Orcish<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yikaria<br />
|feet=7<br />
|inches=2<br />
|heightmod= 2d6<br />
|weight= 450<br />
|weightmod=3<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Beast Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405104Yakfolk (5e Race)2020-11-15T23:08:15Z<p>Cotsu Malcior: /* Traits */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===Yikaria Names===<br />
Yikaria named their children originally in an old dead tongue simply referred to as "Yikarian". The language is no longer used and very few yikaria can read or speak it, so they have gone with Orcish instead, which scholars agree is very similar in makeup to the yikaria's original tongue.<br />
<br />
'''Male:''' Orgruck, Yagarok, Tungul, Mordock, Ragabak<br />
<br />
'''Female:''' Meliook, Redupa, Frangia, Umkalal, Unkiter<br />
<br />
===Yikaria Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your constitution score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Shed Crafting<br />
|description3= Once per week, you can take 8 hours to craft a set of Winter Clothing or a Winter Blanket, these items made from rare yikaria fur are worth 1.5 times their usual value. It take you 1 week to gather enough fur to use this feature again.<br />
|trait4= Big Strides<br />
|description4= You can use your experience moving in deep snow to your advantage. You can use your bonus action to ignore difficult terrain on your turn.<br />
|languages= You can speak, read, and write Common and Orcish<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405102Yakfolk (5e Race)2020-11-15T22:51:25Z<p>Cotsu Malcior: /* Names */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===Yikaria Names===<br />
Yikaria named their children originally in an old dead tongue simply referred to as "Yikarian". The language is no longer used and very few yikaria can read or speak it, so they have gone with Orcish instead, which scholars agree is very similar in makeup to the yikaria's original tongue.<br />
<br />
'''Male:''' Orgruck, Yagarok, Tungul, Mordock, Ragabak<br />
<br />
'''Female:''' Meliook, Redupa, Frangia, Umkalal, Unkiter<br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your strength score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Bargaining<br />
|description3= You have learned how to convince people that they are wrong, even when they are not. As many times as you have charisma modifier per long rest, you may reroll a failed deception check, even if the deception you attempt to weave is the same one you failed to do previously. You must use the second roll and cannot use it again on a rerolled deception check.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405099Yakfolk (5e Race)2020-11-15T22:45:47Z<p>Cotsu Malcior: /* Society */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
Yikaria society is comprised entirely of communal sharing and harvesting of resources. When among themselves, they are simple gatherers and do not use money amongst other members of their tribe or race. The trading aspect of the yikaria is only a front which is used to procure incredible goods and wealth for the good of the tribe. Yikaria tribes are much easier to find as they have become more populace and they don't enjoy leaving their tribes if they don't have to. A tribe of yikaria is ruled by a pair of yikaria , the youngest and oldest of the tribe, to make as fair of decisions as they can. The younger one has more power as they must live their choices for much longer than the oldest has to, so generally the youngest makes the decisions, turning to the oldest in times of uncertainty or hardship. Every now and then, a yikaria will set off on their own in search of riches, power, and a life beyond that of a simple farmer or gatherer. Although their tribe may never fully understand their decision, they are always welcomed back should they return, and are even always welcome with other tribes, as yikaria ae incredibly trusting of their own kind.<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your strength score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Bargaining<br />
|description3= You have learned how to convince people that they are wrong, even when they are not. As many times as you have charisma modifier per long rest, you may reroll a failed deception check, even if the deception you attempt to weave is the same one you failed to do previously. You must use the second roll and cannot use it again on a rerolled deception check.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405098Yakfolk (5e Race)2020-11-15T22:37:47Z<p>Cotsu Malcior: /* History */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
The yikaria are an old race, heralding back from a less civilized world which was much colder and meaner. They have changed very little with the passage of time physically, as they were already so robust and well adapted to their mountain homes, but what has changed was the introduction of, bartering, trading and of course money. One day, a peddler made his way up the winding mountain paths to see if these large yak-like people had any use of his wares. He brought them things that were difficult to grow and find in the mountains, fresh fruits and vegetables, smithed iron pans and weapons, and even a few magic potions. They had no money, so instead fashioned the peddler some warm clothing for his return journey down the mountain. The people in the village below loved the mans clothing, and quickly went up the mountain themselves to obtain some of this incredibly rare, soft and warm clothing. The yikaria took to trading immediately and it is said that all of the wealth of the yikarai originates from these first exchanges between them and the peddler.<br />
<br />
===Society===<br />
<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your strength score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Bargaining<br />
|description3= You have learned how to convince people that they are wrong, even when they are not. As many times as you have charisma modifier per long rest, you may reroll a failed deception check, even if the deception you attempt to weave is the same one you failed to do previously. You must use the second roll and cannot use it again on a rerolled deception check.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1405094Yakfolk (5e Race)2020-11-15T22:29:54Z<p>Cotsu Malcior: /* Physical Description */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head and fluffed tufts of fur on the females heads. They generally dress modestly with exception to their trading garb which every yikaria possesses. The trading garb is incredibly ornate and flashy, a stark contrast to the drab looking, faded colors and tones of the yikaria. In addition, yikaria shed and although for some this may be seem as a negative attribute, it is vital to the yikaria's trade investments as most of their wares are usually crafted from their fur and the fur of their closest relatives. Blankets, clothing, bedding and ropes are among the most common items to grace a yikaria's stall, especially since these items only cost them time and effort. This means that yikaria have mastered trading to get as mush profit as possible with an incredibly slim margin of loss.<br />
<br />
===History===<br />
<br />
<br />
===Society===<br />
<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your strength score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Bargaining<br />
|description3= You have learned how to convince people that they are wrong, even when they are not. As many times as you have charisma modifier per long rest, you may reroll a failed deception check, even if the deception you attempt to weave is the same one you failed to do previously. You must use the second roll and cannot use it again on a rerolled deception check.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1400142Yakfolk (5e Race)2020-11-03T20:19:35Z<p>Cotsu Malcior: </p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Yikaria==<br />
Far in the northern mountains and high plains, the yikaria, or yakfolk as they are commonly known, are shrewd and hearty nomads and traders. Strong and deceptive, the yikarai are fairly wary of outsiders and usually keep to themselves, unless they are trading of course.<br />
<br />
===Physical Description===<br />
Yikaria are big and burly, covered in thick woolly fur and keen, inquisitive bright eyes, always looking for a trade or a deal. Their fur varies from white, black, brown and all shades in between, with large horns on the males head.<br />
<br />
===History===<br />
<br />
<br />
===Society===<br />
<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= Shrewd, nomadic yak people, who love nothing more than a good trade.<br />
|abilities=Your strength score increases by 2 and you charisma score increases by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment= Yikaria tend to lean towards neutral as the only thing usually driving them is their commitment to their family groups and to themselves.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Art of the Trade<br />
|description1= You have learned from your ancestors how to trade and bargain, knowledge which has been passed down through your family group for thousands of years. You are proficient in Deception and Persuasion<br />
|trait2= Wool<br />
|description2= You are covered in a thick, course wool which protects you from cold. You are resistant to cold damage and can exist comfortably in extreme cold. <br />
|trait3= Bargaining<br />
|description3= You have learned how to convince people that they are wrong, even when they are not. As many times as you have charisma modifier per long rest, you may reroll a failed deception check, even if the deception you attempt to weave is the same one you failed to do previously. You must use the second roll and cannot use it again on a rerolled deception check.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Yakfolk_(5e_Race)&diff=1400116Yakfolk (5e Race)2020-11-03T19:42:51Z<p>Cotsu Malcior: /* Traits */</p>
<hr />
<div>{{abandoned|19:56, 11 October 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<br />
<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your Strength, Intelligence, and Charisma Scores are increased by 1<br />
|age=Yikaria mature at a similar rate to Humans and typically live to 70.<br />
|alignment=Most Yikaria have a constant drive to enslave and dominate anyone they deem lesser, but don't lean toward law or chaos, as their main priotity more often than not is their God and their Race.<br />
|size=Yikaria are between 7 and 9 feet tall and weigh between 350-400 pounds. Your size is Large.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Possession.<br />
|description1=Yakfolk have the power to possess a humanoid between Small and Giant size. THe Yikaria must touch the target throughout a short rest, or the attempt fails. At the end of a rest, the target must succeed a DC 12 Constitution saving throw or be possessed by the Yakfolk, which disappears with everything it's carrying or wearing. Until the possession ends, the target is incapacitated. The Yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except for their knowledge, class features, feats, and proficiencies.<br />
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession of an action, or the Yakfolk is forced out of the body by an effect such as the *Dispel Evil and Good* spell. When the possession ends, the Yakfolk reappears in an unoccupied space 5 feet from the body is stunned until the end of its next turn. If the host body dies while it is possessed by the Yakfolk, the Yakfolk dies as well, and its body doesn't reappear. This action recharges after the user takes a long rest.<br />
|trait2=Horns.<br />
|description2=Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
|trait3=Yak in Sheeps Clothing.<br />
|description3=Yakfolk have a natural proficiency in Deception.<br />
}}<br />
<br />
|languages= You can speak, read, and write Common and Yikaria<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Deathslinger_(5e_Class)&diff=1391818Deathslinger (5e Class)2020-10-12T18:54:22Z<p>Cotsu Malcior: Reverted edits by 187.84.142.94 (talk) to last revision by Anastacio</p>
<hr />
<div>== Deathslinger ==<br />
<br />
In the [[Nimda (5e Campaign Setting)|Nimda campaing setting]], deathslingers are servants of the god of death [[Noctem (5e Deity)|Noctem]]. They ensure that creatures don't defy the laws of death and that tyrants don't manipulate them in their favor. Unlike a paladin they are given their powers from a god but they do not directly serve him and unlike a warlock the agreement comes from a shared interest instead of both parties having something to gain.<br />
<br />
=== A Unique Perspective ===<br />
<br />
Not just anyone becomes a deathslinger, but the requirements to do so are not that outlandish. The first requirement is to look at the world like a neverending transaction of life and death. Life and death are two separate coins worth the same amount that are traded forever equally between houses, deities and even the planes themselves.<br />
<br />
The second requirement is a lack of appreciation for the self. You still care about your day to day life and the day to day lives of others but understand that in grand scheme of things these day to day rituals are meaningless. Only life and death truly matter.<br />
<br />
The last requirement is both a want for change and for things to stay the same. Deathslingers are like a non-Newtonian fluid changing when they need to be more rigid or more fluid as death commands. When someone exhibits these qualities they are approached by [[Noctem (5e Deity)|Noctem]] or some other neutral god of death in their dreams or some other vision. All the god asks is if they would like to help the world stay equal in its transactions and they stick out their hand if the person accepts they become a deathslinger.<br />
<br />
=== Living for Death ===<br />
<br />
Deathslingers are usually known as mercenaries for the grave. They are given contracts in their sleep to carry out for the primal energies of death but not all deathslingers pursue this life so actively. Some focus their energies and wait for much larger targets of the energies they serve. <br />
<br />
=== Creating a Deathslinger ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Before you create your deathslinger consider the following. What happened to make you have the perspective of a deathslinger? Did you join this cause to save lives or end them? Does your character believe that this a good way to bring about change or are you begrudgingly helping this cause because it is simply the most efficient way?<br />
<br />
;Quick Build<br />
You can make a deathslinger quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|con}}. Second, choose the hermit background. Third, choose a martial melee weapon and a shield with the explorer's pack.<br />
<br />
{{5e Class Features<br />
|name= Deathslinger<br />
|summary= A mercenary for the grave to ensure that no one escapes when death comes knocking<br />
|hd= 1d8<br />
|spellcasting= half<br />
|armor= Light armor and shields<br />
|weapons= Simple weapons and martial weapons<br />
|tools= None<br />
|saves= {{5a|wis}}, {{5a|int}}<br />
|skills= Choose 2 of the following: {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Religion}}, {{5s|Stealth}}.<br />
|item1a= Any Martial Melee Weapon<br />
|item1b= A Longbow and 20 Arrows<br />
|item2a= A Shield<br />
|item2b= 2 Simple Melee Weapons<br />
|item3a= Explorer's Pack<br />
|item3b= Dungeoneer's Pack<br />
|item4a=<br />
|item4b=<br />
|wealth= 5d4x10gp<br />
|classfeatures1= Unarmored Defense, So Much To Do, The "Scythe"<br />
|classfeatures2= Life Sense, Death Target, Spellcasting<br />
|classfeatures3= Reaping Style, Visions and Dreams<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= From the Grave<br />
|classfeatures7= Reaping Style Improvement<br />
|classfeatures8=<br />
|classfeatures9= Collected Thinking<br />
|classfeatures10= Eyes of the Haunted<br />
|classfeatures11= Reaping Style Improvement<br />
|classfeatures12= <br />
|classfeatures13= Extra Attack (2)<br />
|classfeatures14= Life Sense Improvement<br />
|classfeatures15= From the Grave Improvement<br />
|classfeatures16=<br />
|classfeatures17= Reaping Style Improvement<br />
|classfeatures18= Death Leech, Visions and Dreams Improvement <br />
|classfeatures19=<br />
|classfeatures20= Visage of Death<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Death Targets Allowed<br />
|extra1_1= 0<br />
|extra1_2= 1<br />
|extra1_3= 1<br />
|extra1_4= 1<br />
|extra1_5= 1<br />
|extra1_6= 1<br />
|extra1_7= 1<br />
|extra1_8= 2<br />
|extra1_9= 2<br />
|extra1_10= 2<br />
|extra1_11= 2<br />
|extra1_12= 2<br />
|extra1_13= 2<br />
|extra1_14= 2<br />
|extra1_15= 2<br />
|extra1_16= 3<br />
|extra1_17= 3<br />
|extra1_18= 3<br />
|extra1_19= 3<br />
|extra1_20= 3<br />
<br />
|extra2_name= Spells Known<br />
|extra2_1= 0<br />
|extra2_2= 2<br />
|extra2_3= 3<br />
|extra2_4= 4<br />
|extra2_5= 4<br />
|extra2_6= 4<br />
|extra2_7= 5<br />
|extra2_8= 5<br />
|extra2_9= 6<br />
|extra2_10= 6<br />
|extra2_11= 7<br />
|extra2_12= 7<br />
|extra2_13= 8<br />
|extra2_14= 8<br />
|extra2_15= 9<br />
|extra2_16= 9<br />
|extra2_17= 10<br />
|extra2_18= 10<br />
|extra2_19= 11<br />
|extra2_20= 11<br />
}}<br />
<br />
==== Unarmored Defense ====<br />
Beginning at 1st level, when not wearing armor, your AC equals 10 + your {{5a|dex}} modifier + your {{5a|wis}} modifier. You can wield a shield and still use this benefit.<br />
<br />
==== So Much To Do ====<br />
Beginning at 1st level, your new connection to death ensures you will have plenty of time to get things done. Your maximum age is now double what it normally is.<br />
<br />
==== The "Scythe" ====<br />
When you take this class at 1st level you must choose one weapon to be your Scythe. This can be any weapon in your possession and requires you to take a long rest meditating with the weapon. Your Scythe cannot be broken by normal means and you cannot be disarmed of it while you are conscious.<br />
<br />
==== Life Sense ====<br />
Starting at 2nd level you can detect the life force of living creatures around you. As an action you can sense the presence of any creature that is not a Construct, Elemental or Undead within 60ft of you for 1 minute. You do not discern their location or type, you simply sense that there are creatures within this range. You may designate as many creatures as you wish to be ignored by your Life Sense ability meaning it does not detect these creatures even if they meet the prerequisites for detection. You may use this ability as many times as you have charisma modifier regaining expended uses at the end of your next long rest.<br />
<br />
At 14th level, you can now detect how many creature have been detected by the Life Sense ability and you learn what type of creatures are in its radius<br />
<br />
==== Death Target ====<br />
At 2nd level your unconscious mind awaken to the ability to designate creatures for death. As a bonus action on your turn you may designate one creature within 50 feet of you that you can see as your Death Target. While the creature is designated, and as long as it is within 100 feet of you, you do 1 additional damage of your weapons type to the creature and can sacrifice a spell slot of any level to grant yourself advantage on any attack against this creature sacrificing a spell slot each time you attack and wish to do this. You may have as many Death Targets as are specified in the Death Targets Allowed column. The Death Target is designated for 1 minute and it cannot be designated again for 24 hours.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the essence of life and death to cast spells.<br />
<br />
;Spell Slots<br />
The Deathslinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the deathslinger {{inpage|Spell List|spell list}}.<br />
<br />
The Spells Known column of the deathslinger table shows when you learn more deathslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the deathslinger spells you know and replace it with another spell from the deathslinger {{inpage|Spell List|spell list}}, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your deathslinger spells, since your magic draws on your cosmic understanding of life and death. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a deathslinger spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Reaping Style ====<br />
<br />
As you reach 3rd level you begin to specialize how you go about serving the essence of death. You choose one of these specializations: {{inpage|The Black Cloak}} and {{inpage|The White Cloak}}, which grants you abilities at 3rd level and also at levels 7th, 11th, and 17th.<br />
<br />
==== Visions and Dreams ====<br />
<br />
Also at 3rd level you can tap into your more fluid side and allow your mind to wander while you sleep allowing your body to recover more than normal. During a short rest if you choose to recover hit points by expending hit dice you recover 1d4 more hit points.<br />
<br />
At 18th level, this bonus increases to 1d8.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Once you reach 5th level you can now make two attack when you take the attack action instead of one. This increases to three attacks at level 13.<br />
<br />
==== From the Grave ====<br />
<br />
At 6th level your connection with death makes you continuously harder to dispatch. Whenever you pass death saving throws or receive healing from any magical source you gain 1d4+ your wisdom modifier in temporary hit points.<br />
<br />
At 15th level, you can bolster teammates with your knowledge of the beyond. When you receive the temporary hit points from From the Grave, you can also grant a teammate the same amount of temporary hit points if they are within 30ft of you and you can see them.<br />
<br />
==== Collected Thinking ====<br />
<br />
At 9th level, your knowledge and understanding of life and death makes your thoughts and actions hard for outside sources to manipulate. You can now reroll a failed wisdom saving throw and take the second result. You must take the second result. You may use this feature twice regaining spent uses after a long rest.<br />
<br />
==== Eyes of the Haunted ====<br />
<br />
At 10th level, you can expose creatures to horrors that await those who defy death. As an action you can designate a target within 30ft of you that can see you to make a {{5a|wis}} saving throw against your spell save DC. If they fail the creatures mind is bombarded with violent visions of its own death and is {{5c|stunned}} until the end of your next turn. A creature that fails the saving throw for this ability is immune to this ability for the next 24 hours. You may use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
==== Death Leech ====<br />
<br />
At 18th level, you can absorb the essence of dead beings to fuel your powers. When you reduce a creature of no less than a CR of 2 to 0 hit points and are within 30ft of it, you regain one 1st level spell slot.<br />
<br />
==== Visage of Death ====<br />
<br />
At 20th level you have become a true agent of death and its power and you are now one. Whenever you are subject to a critical hit you may spend your reaction to have the critical miss altogether. Additionally, when you score a critical hit your target must roll a constitution save or be {{5c|Stunned}} until the end of your next turn. You may only use each of these abilities once regaining the use of both of them after a long rest.<br />
<br />
=== The Black Cloak ===<br />
<br />
Deathslingers of the black cloak reaping style are powerful and ruthless in their missions. They are aggressive and will stop at nothing to cut down their designated foes. These deathslingers are truly considered mercenaries and thugs by other deathslingers and most are given a pretty wide birth.<br />
<br />
;{{#anc:Fueled by the Fight}}<br />
Black cloak deathslingers are all about the long arduous fight to bring down their targets and are always first in line to tackle these foes. After you take this archetype at 3rd level, you have advantage on initiative checks and your movement speed increases by 5ft.<br />
<br />
;{{#anc:The Hunt}}<br />
No target escapes a black cloak once the black cloak decides they must die. After 7th level, as a reaction to one of your Death Targets moving you may move 10ft towards them. <br />
<br />
;{{#anc:Death Infused Strikes}}<br />
A black cloak is always ready to break down any defenses that could impede them from destroying their targets. After 11th level all attacks made with your "scythe" are considered magical and whenever you score a hit with your "scythe" you may expend a spell slot of any level gaining 1d10 necrotic damage per level of the spell slot. This damage can never exceed 4d10 damage.<br />
<br />
;{{#anc:Break Them Down}}<br />
You are a master of weakening your enemies defenses in a barrage of strikes. After 17th level whenever you successfully attack a creature you may make an attack as a bonus action against the same creature. In addition, your "Scythe" now also does an additional 1d4 damage of your weapons type to your Death Targets.<br />
<br />
=== The White Cloak ===<br />
<br />
Deathslinger of the white cloak reaping style focus more on their magic and on their own longevity. These deathslingers are strategic and thoughtful calculating moves over a much longer time frame. They are precise in their actions making sure not to waste energy or cause unneeded havoc. <br />
<br />
;{{#anc:Endure}}<br />
You have chosen to lean on the life a little more than the death of your kind meaning you are that much harder to kill. At 3rd level, If you are reduced to 0 hit points but not killed outright you may drop to 1 hit point instead. This ability also triggers your From the Grave ability. You can use this ability once regaining use of it after a long rest.<br />
<br />
;{{#anc:Soul of Resistance}}<br />
You know that survival is what will ultimately determine how successful you are as a deathslinger and have taken measures to ensure that survival. After 7th level, at the end of each long rest choose one type of damage excluding slashing, bludgeoning or piercing. You are now resistant to that damage type until you finish another long rest to the end of the feature.<br />
<br />
;{{#anc:Magical Recycling}}<br />
As a white cloak, you are the pinnacle of efficiency. Especially when it comes to a resource as valuable as your magic. After 11th level you gain the opportunity to recycle spell slots back into your repertoire. Whenever you use a spell slot to cast a deathslinger spell you may roll 1d6. If you roll 5 you regain a 1st level spell slot and if you roll a 6 you gain a 2nd level spell slot. You cannot use this ability if you expend a 1st level spell slot and if you use this ability with a 2nd level spell slot you may only recover a 1st level spell slot regardless of what you roll.<br />
<br />
;{{#anc:A Lasting Legacy}}<br />
You are the pinnacle of survival and time seems to loosen its grip on you. After 17th level, your maximum age is multiplied 10 times and you no longer require food, water, air or sleep.<br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
You know all of the spells on the basic deathslinger spell list.<br />
<br />
;1st Level<br />
''{{5e|Bane}}, {{5e|Command}}, {{5e|Comprehend Languages}}, {{5e|Detect Evil and Good}}, {{5e|Detect Magic}}, {{5e|Disguise Self}}, [[Death Blossom (5e Spell)|death blossom]]<small><sup>1</sup></small>, {{5e|False Life}}, {{5e|Hunter's Mark}}, {{5e|Identify}}, {{5e|Inflict Wounds}}, {{5e|Protection from Evil and Good}}, {{5e|Ray of Sickness}}, {{5e|Sleep}} and {{5e|Witch Bolt}}'',<br />
<br />
;2nd Level<br />
''{{5e|Cloud of Daggers}}, {{5e|Darkvision}}, {{5e|Misty Step}}, {{5e|Detect Thoughts}}, {{5e|Gentle Repose}}, {{5e|Hold Person}}, {{5e|Invisibility}}, {{5e|Knock}}, {{5e|Locate Object}}, {{5e|Phantasmal Force}}, and {{5e|Shatter}}''<br />
<br />
;3rd Level<br />
''{{5e|Animate Dead}}, {{5e|Bestow Curse}}, {{5e|Dispel Magic}}, {{5e|Fear}}, {{5e|Feign Death}}, {{5e|Gaseous Form}}, {{5e|Lightning Bolt}}, {{5e|Protection from Energy}}, {{5e|Remove Curse}}, and {{5e|Speak with Dead}}''<br />
<br />
;4th Level<br />
''{{5e|Blight}}, {{5e|Banishment}}, {{5e|Confusion}}, {{5e|Dimension Door}}, {{5e|Locate Creature}}, and {{5e|Phantasmal Killer}}, ''<br />
<br />
;5th Level<br />
''{{5e|Cloudkill}}, {{5e|Dispel Evil and Good}}, {{5e|Dream}}, {{5e|Scrying}}, and {{5e|Raise Dead}}''<br />
<br />
<small>1</small> ''<small>homebrew spell</small>''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the deathslinger class, you must meet these prerequisites: Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the deathslinger class, you gain the following proficiencies: Light armor, shields, simple and martial weapons.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Nimda Setting]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Half-Genie_(5e_Race)&diff=1385218Half-Genie (5e Race)2020-09-27T19:55:02Z<p>Cotsu Malcior: /* Half-genie Traits */</p>
<hr />
<div><br />
==Half Genie==<br />
<br />
"For my last wish oh powerful genie I wish to bear a daughter for this cruel world has left me barren and unable to conceive!" The birth of a half-genie<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Half-genie always appear as beautiful young humans with brightly colored skin usually in shades of blue although they can be any color including regular skin tones. There is always an heir of perfection to a half-genie, such as their body being perfectly toned and shaped or their hair flowing beautifully and having a brilliant gloss.<br />
<br />
===History===<br />
A half-genie is a child resulting from wishing for one from a genie. Half-genies are generally a rare sight but can be seen in much larger numbers now then when they first were identified. When first identified, people believed that like their second parent, half-genies could cast wishes. This is not true however and caused half-genies to go into hiding, many of which were never seen again. Any creature who procreates with a half-genie results in a half genie child meaning that true half-genie are very uncommon and many are still hunted to this day. Unfortunately, this has left half-genies wary at best and downright paranoid at worst making them unwelcome in most societies.<br />
<br />
===Society===<br />
Half-genie are known to be very artistic in nature often wearing very artful yet revealing clothing and having a proclivity for the arts. They are not common enough to form their own societies but often live in quiet areas were they can express themselves freely without the threat of capture or persecution. Some races appreciate their artistic nature as half-genies can find themselves comfortable in secluded towns of halflings and gnomes for example, and in some cases elves will accept them to have a friend who lives as long as they do.<br />
<br />
=== Half-genie Names===<br />
Half-genie can carry any name they are given by their parent but they usually carry their own name as well from birth. These birth names are often related to the arts or to elemental phenomena.<br />
<br />
'''Male:''' Firestorm, Torrent, Ballad<br />
<br />
'''Female:''' Brushstroke, Bloom, Shantae<br />
<br />
===Half-genie Traits===<br />
{{5e Racial Traits<br />
|summary= When someone wishes for a child from a powerful genie sometimes their energies get mixed in<br />
|abilities= Your {{5a|cha}} increases by 2.<br />
|age= A half-genie can live to be upwards of 1000 but even once they die they simply return to their "fathers" realm to serve at his side.<br />
|alignment= Half-genie do not favor any alignment.<br />
|size= Your size is medium.<br />
|speed=Your base walking speed is 30ft feet. You can also levitate 5ft above solid ground at a rate equal to your walking speed.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}}<br />
|trait3= Partial Elemental<br />
|description3= As a half-genie, you are still tied to a mortal form that requires food and water but it does not require sleep or air.<br />
|trait5= Genie Weapon Memory<br />
|description5= You are automatically proficient with scimitars and whips.<br />
|trait6= Everlasting Intuition<br />
|description6= You are proficient in the {{5s|Arcana}} skill.<br />
|languages= Common and two of your choice.<br />
}}<br />
<br />
====Efreeti====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1<br />
|trait1= The Fire Within<br />
|description1= You know the Produce Flame cantrip. {{5a|cha}} is your spell casting modifier for this spell<br />
|trait2= Born of Flame<br />
|description2= You are resistant to fire damage.<br />
}}<br />
<br />
<br />
====Djinni====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1<br />
|trait1= Thunderous Presence<br />
|description1= You can choose to have advantage on any dexterity saving throw once per long rest.<br />
|trait2= Wind Child<br />
|description2= You are resistant to thunder damage<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Half-genie<br />
|feet= 4<br />
|inches= 8<br />
|heightmod= 2d10<br />
|weight= 110<br />
|weightmod= 2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Roba_(5e_Race)&diff=1370445Roba (5e Race)2020-08-23T15:26:19Z<p>Cotsu Malcior: /* Roba Traits */</p>
<hr />
<div>==Roba==<br />
<q>Calm yourself child an gaze into all I have seen.</q> ''The roba said gently as he wiped the child's tears and explained why he should not be sad about his parents passing but glad that they have moved on.''<br />
<br />
===Physical Description===<br />
Roba appear like spindly tall humanoids with very basic features. They have no hair anywhere on their bodies and always appear to have their eyes shut. They could easily be mistaken for starved, blind people if not for a small colored gem on the base of their neck which betrays their true nature and elemental heritage. This stone is always either blue, green, red or purple but can be any shade of these colors. These colors grant different powers and separate the roba into subraces. <br />
<br />
===History===<br />
The roba are scribes and scholars for the fey and other powerful planar beings. It is said they were once pure fey, but an attempted excursion to understand the elemental planes better forever tainted the roba with elemental energies. Unable to reform, they have broken into 4 groups ever since. The roba-tasta or true roba of the Feywild which have green stones and curious personalities. The roba-flamda of the Elemental Plane of Fire have red stones and are exceptionally motivated. The roba-aqua from the Elemental Plane of Water have blue gems and are generally very caring. Lastly, the roba-ereba are those with purple jewels. They are considered a rarity, as they occur anomalously within extant roba circles. They are known to be very angry and easy to anger. It is said their branch bore the worst of the taint and resent the roba-tasta, who were able to remain whilst the rest of them were cast out.<br />
<br />
===Society===<br />
Roba society is very much the same even across different subraces. Roba are on a never ending quest for information and travel across the universe to find the answers to the questions that keep people up at night. Before a roba has travelled through the cosmos, they must pass a test to prove to the other roba of its group that it will not fail. To do this, a roba must go on an odyssey or pilgrimage into the material plane to complete something of intellectual significance. This can be anything from deciphering old texts to helping perfect a newfound formula. After they complete this goal, the roba waits for its death on the material plane. They usually seclude to hermitage or continue on the never ending quest for knowledge until their ends. Death, to the roba, unlocks their minds from the shackles of physical life and sets it free to discover the answers of the cosmos.<br />
<br />
===Roba Names===<br />
Roba always choose their own names but generally select names that reflect states of mind or well being. Males usually pick names of clam emotions while women generally pick stronger names.<br />
<br />
'''Male:''' Harmony, Ebb, Tranquility, Fright<br />
<br />
'''Female:''' Rage, Enthusiasm, Ecstatic, Insanity<br />
<br />
===Roba Traits===<br />
{{5e Racial Traits<br />
|summary= Elemental scribes that attempt to understand the universe<br />
|abilities= Your {{5a|int}} score increases by 2<br />
|age= Roba can live after they reached the material plane for about 180 years. <br />
|alignment= The alignment of the roba depends on its subrace. Roba-tasta and roba-aqua are always of some good alignment, while roba-flamda are almost never lawful and roba-ereba can be any alignment but generally steer away from good<br />
|size=You are tall but spindly, ranging in height from 6 to 7 feet, but only weighing between 80 and 100 pounds. Your size is Medium<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1= Expansive Mind<br />
|description1= You have proficiency in any one {{5a|int}} skill of your choice. <br />
|trait2= Elemental Body<br />
|description2= Your true power is within the stone sustaining your life force, which lets you bypass a lot of biological need. You do not need to eat, drink or breathe, though you may do so if you wish. <br />
|languages=You can read, write and speak in Common and one Primordial dialect, which depends on your subrace. Flamda know Ignan, whereas aqua know Aquan and tasta know Terran.<br />
|subrace= You must choose between the flamda, aqua, tasta or ereba subraces.<br />
}}<br />
<br />
====Roba-Flamda====<br />
These flamboyant roba are like flames. They progress steadily and the sheen of their red gem is known to make spiderline cracks, like that of lava, appear on their skin.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Fiery Heart<br />
|description1= It is almost impossible to deter you in the heat of the moment and harder still to stop you. You have {{5e|advantage}} on saving throws against being {{5c|frightened}} and {{5c|stunned}}.<br />
|trait2= Born of Flame<br />
|description2= The taint of the roba turned you into a creature attuned to fire. You are resistant to [[5e SRD:Damage Rolls|fire]] damage.<br />
|trait3=Infusion of the Flame<br />
|description3= You know the ''{{5e|chromatic orb}}'' spell and can cast it at lowest level, without expending material components or spell slots. Once you cast this spell, you can't cast it again with this trait until you finish a {{5e|long rest}}. When you use this version of ''{{5e|chromatic orb}}'', you can only choose the fire damage option. {{5a|int}} is your spellcasting ability for this spell.<br />
}}<br />
<br />
====Roba-Aqua====<br />
Soothing like the waves, roba-aqua are very gentle. They hate to fight and dislike the idea of enemies. Their blue gem is known to make some of them appear translucent like water, while others have the opacity of ice.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Waters of Life<br />
|description1=You are of a caring, nurturing element. You know the ''{{5e|spare the dying}}'' cantrip.<br />
|trait2= Cold Waters<br />
|description2= The cold does not bother you, as you live among many cold-blooded things. You are resistant to [[5e SRD:Damage Rolls|cold]] damage. <br />
|trait3= Calm Currents <br />
|description3=The waters never feel too rocky for you to swim. You have a swimming speed of 20 feet.<br />
}}<br />
<br />
====Roba-Tasta====<br />
The tasta boast of themselves as the original roba, as they are the only roba left in their original home of the Feywilds. Their intelligence and historical status as the great bookkeepers of the universe make them very persuasive, and their words have been said to bewitch those who listen.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Fey's Blessing<br />
|description1= You are lucky enough to retain some of your powers as a fey. You cannot magically be put to sleep and you have {{5e|advantage}} on saving throws against being {{5c|charmed}}.<br />
|trait2=Wild Cacophony <br />
|description2=Your tempered intellectual mind grew up amid loud noises. You are resistant to [[5e SRD:Damage Rolls|thunder]] damage.<br />
|trait3= Fey Magic<br />
|description3= You know the ''{{5e|charm person}}'' spell and can cast it at lowest level, without expending material components or spell slots. Once you cast this spell, you can't cast it again with this trait until you finish a {{5e|long rest}}. {{5a|int}} is your spellcasting ability for this spell.<br />
}}<br />
<br />
====Roba-Ereba====<br />
The ereba are the forsaken subrace. They are highly feared by even other roba, who see their anomalous births as omens of ill to come. Thus, their negativity manifests in a dark crystal which oozes ominous power.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Shimmering Chaos<br />
|description1=Your dark energies make you a danger and able to inflict staggering effects on threats. As a reaction, when you are attacked successfully with a melee weapon, or when you see a hostile creature within 30 feet of you make an attack, you may impose {{5e|disadvantage}} on the attacking creature's attack rolls until the end of their next turn. You must finish a {{5e|long rest}} to use this trait again.<br />
|trait2= Darkness Within<br />
|description2= You are resistant to [[5e SRD:Damage Rolls|necrotic]] damage<br />
|trait3=Darkvision<br />
|description3= {{5e Darkvision}}<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Roba<br />
|feet= 6<br />
|inches= 5<br />
|heightmod= 1d12<br />
|weight= 55<br />
|weightmod= 1d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category: Medium Size]]<br />
[[Category: Elemental Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Half-Genie_(5e_Race)&diff=1370444Half-Genie (5e Race)2020-08-23T15:07:23Z<p>Cotsu Malcior: </p>
<hr />
<div><br />
==Half Genie==<br />
<br />
"For my last wish oh powerful genie I wish to bear a daughter for this cruel world has left me barren and unable to conceive!" The birth of a half-genie<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Half-genie always appear as beautiful young humans with brightly colored skin usually in shades of blue although they can be any color including regular skin tones. There is always an heir of perfection to a half-genie, such as their body being perfectly toned and shaped or their hair flowing beautifully and having a brilliant gloss.<br />
<br />
===History===<br />
A half-genie is a child resulting from wishing for one from a genie. Half-genies are generally a rare sight but can be seen in much larger numbers now then when they first were identified. When first identified, people believed that like their second parent, half-genies could cast wishes. This is not true however and caused half-genies to go into hiding, many of which were never seen again. Any creature who procreates with a half-genie results in a half genie child meaning that true half-genie are very uncommon and many are still hunted to this day. Unfortunately, this has left half-genies wary at best and downright paranoid at worst making them unwelcome in most societies.<br />
<br />
===Society===<br />
Half-genie are known to be very artistic in nature often wearing very artful yet revealing clothing and having a proclivity for the arts. They are not common enough to form their own societies but often live in quiet areas were they can express themselves freely without the threat of capture or persecution. Some races appreciate their artistic nature as half-genies can find themselves comfortable in secluded towns of halflings and gnomes for example, and in some cases elves will accept them to have a friend who lives as long as they do.<br />
<br />
=== Half-genie Names===<br />
Half-genie can carry any name they are given by their parent but they usually carry their own name as well from birth. These birth names are often related to the arts or to elemental phenomena.<br />
<br />
'''Male:''' Firestorm, Torrent, Ballad<br />
<br />
'''Female:''' Brushstroke, Bloom, Shantae<br />
<br />
===Half-genie Traits===<br />
{{5e Racial Traits<br />
|summary= When someone wishes for a child from a powerful genie sometimes their energies get mixed in<br />
|abilities= Your {{5a|cha}} increases by 1.<br />
|age= A half-genie can live to be upwards of 1000 but even once they die they simply return to their "fathers" realm to serve at his side.<br />
|alignment= Half-genie do not favor any alignment.<br />
|size= Your size is medium.<br />
|speed=Your base walking speed is 30ft feet. You can also levitate 5ft above solid ground at a rate equal to your walking speed.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}}<br />
|trait3= Partial Elemental<br />
|description3= As a half-genie, you are still tied to a mortal form that requires food and water but it does not require sleep or air.<br />
|trait5= Genie Weapon Memory<br />
|description5= You are automatically proficient with scimitars and whips.<br />
|trait6= Everlasting Intuition<br />
|description6= You are proficient in the {{5s|Arcana}} skill.<br />
|languages= Common and two of your choice.<br />
}}<br />
<br />
====Efreeti====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1<br />
|trait1= The Fire Within<br />
|description1= You know the Produce Flame cantrip. {{5a|cha}} is your spell casting modifier for this spell<br />
|trait2= Born of Flame<br />
|description2= You are resistant to fire damage.<br />
}}<br />
<br />
<br />
====Djinni====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1<br />
|trait1= Thunderous Presence<br />
|description1= You can choose to have advantage on any dexterity saving throw once per long rest.<br />
|trait2= Wind Child<br />
|description2= You are resistant to thunder damage<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Half-genie<br />
|feet= 4<br />
|inches= 8<br />
|heightmod= 2d10<br />
|weight= 110<br />
|weightmod= 2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Half-Genie_(5e_Race)&diff=1370443Half-Genie (5e Race)2020-08-23T15:05:52Z<p>Cotsu Malcior: /* Djinni */</p>
<hr />
<div>{{needsbalance|Being able to cast a spell 3rd level or lower, as a bonus action, for free(no spell slots) and only minimal limitations are broken in the sense that bounded accuracy is completely shattered, this race would break most campaigns especially first party adventure modules. See the [[Genie (5e Race)]] for inspiration.}}<br />
<br />
==Half Genie==<br />
<br />
"For my last wish oh powerful genie I wish to bear a daughter for this cruel world has left me barren and unable to conceive!" The birth of a half-genie<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Half-genie always appear as beautiful young humans with brightly colored skin usually in shades of blue although they can be any color including regular skin tones. There is always an heir of perfection to a half-genie, such as their body being perfectly toned and shaped or their hair flowing beautifully and having a brilliant gloss.<br />
<br />
===History===<br />
A half-genie is a child resulting from wishing for one from a genie. Half-genies are generally a rare sight but can be seen in much larger numbers now then when they first were identified. When first identified, people believed that like their second parent, half-genies could cast wishes. This is not true however and caused half-genies to go into hiding, many of which were never seen again. Any creature who procreates with a half-genie results in a half genie child meaning that true half-genie are very uncommon and many are still hunted to this day. Unfortunately, this has left half-genies wary at best and downright paranoid at worst making them unwelcome in most societies.<br />
<br />
===Society===<br />
Half-genie are known to be very artistic in nature often wearing very artful yet revealing clothing and having a proclivity for the arts. They are not common enough to form their own societies but often live in quiet areas were they can express themselves freely without the threat of capture or persecution. Some races appreciate their artistic nature as half-genies can find themselves comfortable in secluded towns of halflings and gnomes for example, and in some cases elves will accept them to have a friend who lives as long as they do.<br />
<br />
=== Half-genie Names===<br />
Half-genie can carry any name they are given by their parent but they usually carry their own name as well from birth. These birth names are often related to the arts or to elemental phenomena.<br />
<br />
'''Male:''' Firestorm, Torrent, Ballad<br />
<br />
'''Female:''' Brushstroke, Bloom, Shantae<br />
<br />
===Half-genie Traits===<br />
{{5e Racial Traits<br />
|summary= When someone wishes for a child from a powerful genie sometimes their energies get mixed in<br />
|abilities= Your {{5a|cha}} increases by 1.<br />
|age= A half-genie can live to be upwards of 1000 but even once they die they simply return to their "fathers" realm to serve at his side.<br />
|alignment= Half-genie do not favor any alignment.<br />
|size= Your size is medium.<br />
|speed=Your base walking speed is 30ft feet. You can also levitate 5ft above solid ground at a rate equal to your walking speed.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}}<br />
|trait3= Partial Elemental<br />
|description3= As a half-genie, you are still tied to a mortal form that requires food and water but it does not require sleep or air.<br />
|trait5= Genie Weapon Memory<br />
|description5= You are automatically proficient with scimitars and whips.<br />
|trait6= Everlasting Intuition<br />
|description6= You are proficient in the {{5s|Arcana}} skill.<br />
|languages= Common and two of your choice.<br />
}}<br />
<br />
====Efreeti====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1<br />
|trait1= The Fire Within<br />
|description1= You know the Produce Flame cantrip. {{5a|cha}} is your spell casting modifier for this spell<br />
|trait2= Born of Flame<br />
|description2= You are resistant to fire damage.<br />
}}<br />
<br />
<br />
====Djinni====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1<br />
|trait1= Thunderous Presence<br />
|description1= You can choose to have advantage on any dexterity saving throw once per long rest.<br />
|trait2= Wind Child<br />
|description2= You are resistant to thunder damage<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Half-genie<br />
|feet= 4<br />
|inches= 8<br />
|heightmod= 2d10<br />
|weight= 110<br />
|weightmod= 2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Chibido_(5e_Race)&diff=1368860Chibido (5e Race)2020-08-18T11:46:14Z<p>Cotsu Malcior: Reverted edits by Cotsu Malcior (talk) to last revision by Red Leg Leo</p>
<hr />
<div>==Chibido==<br />
{{quote|A small girl took the small tavern's stage next; she was cute, hair-like oats and honey, eyes like the setting sun, and a voice that could melt even a white dragon’s frozen heart.|orig=Human Paladin Virgil Strega describing a chibido woman at a tavern}}<br />
<br />
===Physical Description===<br />
The Chibido are a strange people. They are beautiful humanoids famous for their incredible singing voice, but on the other hand they are extremely small in stature. Their hair is is typically a beautiful golden blond color with some Chibido even having pure white hair. Their eye colors vary on a cool color spectrum, varying from green, to blue, to purple. Throughout their whole life, they appear similar to that of a young child and keep their young and cute appearance up until death. Most Chibido are female but male Chibido aren't uncommon. The males are wrinkled and deformed do not reap the benefits of the good looks and smooth sounding voices of their female brethren<br />
<br />
===History===<br />
The Chibido history is tragic but full of love and hope. Minielsheda was once a beautiful and elegant princess who was the ruler of a great land. She had looks like the stars and a voice as smooth and elegant as silk. For she was the daughter of Aeshmaniala, goddess of love and song. Minielsheda had six daughters and one son and she ruled her kingdom justly. They were a perfect family. This eventually caught the eye of a cunning witch who was jealous of their life and decided to take it all for herself. For three days she came to the families court disguised as a simple beggar and asked for three separate gifts. On the first day, she asked for a strand of hair from each family member saying how she wished that she could have hair like theirs, which the family graciously gave. The brother, who was much more vain and selfish than his siblings reluctantly gave the beggar a strand of his hair. On the second day, she told the family about her poor life and living situation. Each member of the family shed a tear for her of which the witch took. Even the brother shed a tear after hearing her story. Then, on the third day, she asked for the family's blessing and asked for a simple kiss from each member of the family. But the brother, to vain and selfish in his ways and disgusted by the woman's appearance, refused to kiss the beggar. Upon refusing to give the beggar a kiss, the witch revealed herself and set a curse upon the family. They entire family shrunk in size, and the mother and daughters appeared similar to small children, but still retained their fair skin, golden hair and a beautiful voice. The brother also shrunk is size, but for him, the witch cursed him with the same ugliness that her beggar persona possessed. His fair and young skin turned gray and wrinkly, his golden hair turned grey and brown and his beautiful, smooth voice turned harsh and raspy. In shame and disgust of his appearance, the brother ran away, but the others remained strong. Do to their diminished forms, they could not stand up to the witch and left. Instead of succumbing to fear and sorrow like the brother, they accepted their fate and moved on. From them spawned the race of Chibido.<br />
<br />
===Society===<br />
Chibido are fairly uncommon and don’t have much of their own society. They generally dwell peacefully with Elves but can also take up residence with Humans. They enjoy Halflings willingness to party and gnome’s good humor and kindness much like their own. Female Chibido are physically unable to reproduce on their own and require another humanoid female to reproduce. Upon finding a fair female humanoid, they will give the humanoid their blessing, were upon the female will become pregnant. Chibido typically will bless Humans, Elves or Halflings. The female will give birth and the baby will appear common for their race and will have an average childhood. But prior to reaching maturity, the humanoid will go under a transformation. Females will rapidly decrease in height and weight, their hair and eyes will change color and their voices will become much smoother and more elegant, and they will apear similar to that of a young child. At the end the humanoid will have transformed into a Chibido and will be able to continue on with their lives. They are able to quickly adapt to their new forms and many say that they feel more natural and at peace with themselves. Males on the other hand will undergo a different transformation. They will rapidly decrease in height, they skin will become gray and wrinkled and they will appear revolting and ugly. Many become hateful and ashamed and will run away to hide in the deep corners of the world.<br />
<br />
===Chibido Names===<br />
Chibido love to talk and as a result, their names are generally long-winded with an available nickname.<br />
<br />
'''Male:''' Azertazenroth (Azer), Incipiouselium (Cipio), Obligatnartaman (Taman)<br />
<br />
'''Female:''' Aluuranadesti (Aluuran), Ellingsithertal (Elli), Airdnemerila (Rila)<br />
<br />
===Chibido Traits=== <!-- Musicus: 6.5 --><br />
{{5e Racial Traits<br />
|summary= Beautiful childlike humanoids in both body and voice.<br />
|abilities= Your {{5a|cha}} score increase by 2 and {{5a|int}} score increase by 1.<br />
|age= Chibido live for up to 500 to 600 years. They don't transform until a few years prior than they would approach the mature age for their previous race. They do not physically age and retain their cute and beautiful appearance up until death.<br />
|alignment= Female Chibido are innately caring as such they are almost always good. <br />
|size= Chibido are a much smaller than most Halflings. Your size is Small.<br />
|speed=Your base walking speed is 25ft feet.<br />
|trait1= Enchanting Looks <!-- 0.5 --><br />
|description1= You are so cute and beautiful creatures have a hard time turning you down. You are proficient in the {{5s|Persuasion}} skill. <br />
|trait2= Fluid Grace <!-- 1 --><br />
|description2= As an action, you can add your {{5a|cha}} modifier to your Armor Class for 1 minute. You cannot use this feature if you are wearing medium armor, heavy armor or wielding a shield for they restrict your movement too heavily. You regain the use of this feature when you complete a long rest.<br />
|trait3= Blessed Vocals <!-- 0.5 --><br />
|description3= Your voice is as soft and delicate as you are beautiful. You are proficient with the {{5s|Performance}} skill.<br />
|trait4= Enchanting Voice <!-- 1.5 --><br />
|description4= You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Sleep}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read and write Common and one other language of your choice.<br />
|subrace= If you are male, choose the Revoltant subrace. Instead of using the above traits, you use these traits below instead.<br />
}}<br />
<br />
====Revoltant====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2 and {{5a|wis}} score increase by 1.<br />
|alignment=Male Chibido typically veer towards more neutral and evil alignments, having been shunned by society and having become hateful of the world<br />
|trait1= Impending Silence <!-- 0.5 --><br />
|description1= While a warrior may yell down to his opponent to gain the upper hand the silence is your ally and you use it to great effect against others. You are proficient with the {{5s|Intimidation}} skill.<br />
|trait2=Reluctance to Love<br />
|description2=For years you have been rejected from humanity and you feel that no one truly loves you. You have advantage against spells and effects that would {{5c|Charm}} you.<br />
|trait3=Living on the Outside<br />
|description3=You have lived on the outskirts of humanity for many years and are proficient with the {{5s|Survival}} skill.<br />
|trait4=Withdrawn Power <!-- 1.5 --><br />
|description4= You know the ''{{5e|Fire Bolt}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Bane}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Crown of Madness}}'' spell once and need to finish a long rest before you can cast it again. {{5a|wis}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chibido Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 5″ || +1d4 || 25lbs. || &times; (12d6) lb.<br />
|}<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Chibido_(5e_Race)&diff=1368859Chibido (5e Race)2020-08-18T11:44:12Z<p>Cotsu Malcior: /* Revoltant */</p>
<hr />
<div>==Chibido==<br />
{{quote|A woman took the small tavern's stage next; she was gorgeous, hair-like oats and honey, eyes like the setting sun, and a voice that could melt even a white dragon’s frozen heart.|orig=Human Paladin Virgil Strega describing a chibido woman at a tavern}}<br />
<br />
===Physical Description===<br />
The Chibido are a strange people. They arebeautiful humanoids famous for their incredible singing voice, but on the other hand they are extremely small in stature. Their hair is is typically a beautiful golden blond color with some Chibido even having pure white hair. Their eye colors vary on a cool color spectrum, varying from green, to blue, to purple. Throughout their whole life, they appear similar to that of a young teen and keep their young and beautiful appearance up until death. Most Chibido are female but male Chibido aren't uncommon. The males retain the hags curse and do not reap the benefits of the good looks and smooth sounding voices of their female brethren<br />
<br />
===History===<br />
The Chibido history is tragic but full of love and hope. Minielsheda was once a beautiful and elegant princess who was the ruler of a great land. She had looks like the stars and a voice as smooth and elegant as silk. For she was the daughter of Aeshmaniala, goddess of love and song. Minielsheda had six daughters and one son and she ruled her kingdom justly. They were a perfect family. This eventually caught the eye of a mischievous trickster who decided to test the family. For three days she came to the families court disguised as a simple beggar and asked for three separate gifts. On the first day, she asked for a strand of hair from each family member saying how she wished that she could have hair like theirs, which the family graciously gave. The brother, who was much more vain and selfish than his siblings reluctantly gave the beggar a strand of his hair. On the second day, she told the family about her poor life and living situation. Each member of the family shed a tear for her of which the hag took. Even the brother shed a tear after hearing her story. Then, on the third day, she asked for the family's blessing and asked for a simple kiss from each member of the family. But the brother, to vain and selfish in his ways and fed up with the beggar refused to kiss the old woman. Upon refusing to give the beggar a kiss, the trickster revealed herself and set a curse upon the family. They entire family shrunk in size, their one fair and young skin turned gray and wrinkly, their once golden hair turned grey and brown and their once beautiful, smooth voice turned harsh and raspy. Th family mourned and the brother ran away in shame. But Aeshmaniala took pity on Minielsheda and her daughters, for they were all kind and good. She blessed them with eternal youth, fair skin, golden hair and a beautiful voice, but was unable to return their previous height. Even after all of that, the family stayed true to their ways and remained kind and loving. But now forever changed, they deemed themselves unfit to rule and left the throne. From them spawned the race of Chibido.<br />
<br />
===Society===<br />
Chibido are fairly rare and don’t have much of their own society. They generally dwell peacefully with Elves but can also take up residence with Humans. They enjoy Galflings willingness to party and gnome’s good humor and kindness much like their own. Female Chibido are physically unable to reproduce on their own and require another humanoid female to reproduce. Upon finding a fair female humanoid, they will give the humanoid their blessing, were upon the female will become pregnant. Chibido typically will bless Humans, Elves or Halflings. The female will give birth and the baby will appear common for their race and will have an average childhood. But prior to reaching maturity, the humanoid will go under a transformation. Females will rapidly decrease in height and weight, their hair and eyes will change color and their voices will become much smoother and more elegant. At the end the humanoid will have transformed into a Chibido and will be able to continue on with their lives. They are able to quickly adapt to their new forms and many say that they feel more natural and at peace with themselves. Males on the other hand will undergo a different transformation. They will rapidly decrease in height, they skin will become gray and wrinkled and they will appear revolting and ugly. Many become hateful and ashamed and will run away to hide in the deep corners of the world.<br />
<br />
===Chibido Names===<br />
Chibido love to talk and as a result, their names are generally long-winded with an available nickname.<br />
<br />
'''Male:''' Azertazenroth (Azer), Incipiouselium (Cipio), Obligatnartaman (Taman)<br />
<br />
'''Female:''' Aluuranadesti (Aluuran), Ellingsithertal (Elli), Airdnemerila (Rila)<br />
<br />
===Chibido Traits=== <!-- Musicus: 6.5 --><br />
{{5e Racial Traits<br />
|summary= Beautiful humanoids in both body and voice.<br />
|abilities= Your {{5a|cha}} score increase by 2 and {{5a|int}} score increase by 1.<br />
|age= Chibido live for up to 900 to 1000 years. They dont transform until a few years prior than they would approach the mature age for their previous race. They do not physically age and retain their beautiful appearnace up until death.<br />
|alignment= Female Chibido are innately caring as such they are almost always good. Male Chibido typically veer towards more neutral and evil alignments, having been shunned by society and having become hateful of the world<br />
|size= Chibido are a much smaller than most Halflings. Your size is Small.<br />
|speed=Your base walking speed is 25ft feet.<br />
|trait1= Enchanting Looks <!-- 0.5 --><br />
|description1= You are so beautiful creatures have a hard time turning you down. You are proficient in the {{5s|Persuasion}} skill. <br />
|trait2= Fluid Grace <!-- 1 --><br />
|description2= As an action, you can add your {{5a|cha}} modifier to your Armor Class for 1 minute. You cannot use this feature if you are wearing medium armor, heavy armor or wielding a shield for they restrict your movement too heavily. You regain the use of this feature when you complete a long rest.<br />
|trait3= Blessed Vocals <!-- 0.5 --><br />
|description3= Your voice is as soft and delicate as you are beautiful. You are proficient with the {{5s|Performance}} skill.<br />
|trait4= Enchanting Voice <!-- 1.5 --><br />
|description4= You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Sleep}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read and write Common and one other language of your choice.<br />
|subrace= If you are male, choose the Revoltant subrace.<br />
}}<br />
<br />
====Revoltant====<br />
{{5e Subrace Traits<br />
Instead of using the above traits, you use these traits below instead.<br />
|abilities= Your {{5a|con}} score increases by 2 and {{5a|int}} score increase by 1.<br />
|trait1= Impending Silence <!-- 0.5 --><br />
|description1= While a warrior may yell down to his opponent to gain the upper hand the silence is your ally and you use it to great effect against others. You are proficient with the {{5s|Intimidation}} skill.<br />
|trait2=Reluctance to Love<br />
|description2=For years you have been rejected from humanity and you feel that no one truly loves you. You have advantage against spells and effects that would {{5c|Charm}} you.<br />
|trait3=Living on the Outside<br />
|description3=You have lived on the outskirts of humanity for many years and are proficient with the {{5s|Survival}} skill.<br />
|trait4=Withdrawn Power <!-- 1.5 --><br />
|description4= You know the ''{{5e|Fire Bolt}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Bane}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Crown of Madness}}'' spell once and need to finish a long rest before you can cast it again. {{5a|int}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chibido Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 5″ || +1d4 || 25lbs. || &times; (12d6) lb.<br />
|}<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Chibido_(5e_Race)&diff=1368858Chibido (5e Race)2020-08-18T11:43:54Z<p>Cotsu Malcior: /* Revoltant */</p>
<hr />
<div>==Chibido==<br />
{{quote|A woman took the small tavern's stage next; she was gorgeous, hair-like oats and honey, eyes like the setting sun, and a voice that could melt even a white dragon’s frozen heart.|orig=Human Paladin Virgil Strega describing a chibido woman at a tavern}}<br />
<br />
===Physical Description===<br />
The Chibido are a strange people. They arebeautiful humanoids famous for their incredible singing voice, but on the other hand they are extremely small in stature. Their hair is is typically a beautiful golden blond color with some Chibido even having pure white hair. Their eye colors vary on a cool color spectrum, varying from green, to blue, to purple. Throughout their whole life, they appear similar to that of a young teen and keep their young and beautiful appearance up until death. Most Chibido are female but male Chibido aren't uncommon. The males retain the hags curse and do not reap the benefits of the good looks and smooth sounding voices of their female brethren<br />
<br />
===History===<br />
The Chibido history is tragic but full of love and hope. Minielsheda was once a beautiful and elegant princess who was the ruler of a great land. She had looks like the stars and a voice as smooth and elegant as silk. For she was the daughter of Aeshmaniala, goddess of love and song. Minielsheda had six daughters and one son and she ruled her kingdom justly. They were a perfect family. This eventually caught the eye of a mischievous trickster who decided to test the family. For three days she came to the families court disguised as a simple beggar and asked for three separate gifts. On the first day, she asked for a strand of hair from each family member saying how she wished that she could have hair like theirs, which the family graciously gave. The brother, who was much more vain and selfish than his siblings reluctantly gave the beggar a strand of his hair. On the second day, she told the family about her poor life and living situation. Each member of the family shed a tear for her of which the hag took. Even the brother shed a tear after hearing her story. Then, on the third day, she asked for the family's blessing and asked for a simple kiss from each member of the family. But the brother, to vain and selfish in his ways and fed up with the beggar refused to kiss the old woman. Upon refusing to give the beggar a kiss, the trickster revealed herself and set a curse upon the family. They entire family shrunk in size, their one fair and young skin turned gray and wrinkly, their once golden hair turned grey and brown and their once beautiful, smooth voice turned harsh and raspy. Th family mourned and the brother ran away in shame. But Aeshmaniala took pity on Minielsheda and her daughters, for they were all kind and good. She blessed them with eternal youth, fair skin, golden hair and a beautiful voice, but was unable to return their previous height. Even after all of that, the family stayed true to their ways and remained kind and loving. But now forever changed, they deemed themselves unfit to rule and left the throne. From them spawned the race of Chibido.<br />
<br />
===Society===<br />
Chibido are fairly rare and don’t have much of their own society. They generally dwell peacefully with Elves but can also take up residence with Humans. They enjoy Galflings willingness to party and gnome’s good humor and kindness much like their own. Female Chibido are physically unable to reproduce on their own and require another humanoid female to reproduce. Upon finding a fair female humanoid, they will give the humanoid their blessing, were upon the female will become pregnant. Chibido typically will bless Humans, Elves or Halflings. The female will give birth and the baby will appear common for their race and will have an average childhood. But prior to reaching maturity, the humanoid will go under a transformation. Females will rapidly decrease in height and weight, their hair and eyes will change color and their voices will become much smoother and more elegant. At the end the humanoid will have transformed into a Chibido and will be able to continue on with their lives. They are able to quickly adapt to their new forms and many say that they feel more natural and at peace with themselves. Males on the other hand will undergo a different transformation. They will rapidly decrease in height, they skin will become gray and wrinkled and they will appear revolting and ugly. Many become hateful and ashamed and will run away to hide in the deep corners of the world.<br />
<br />
===Chibido Names===<br />
Chibido love to talk and as a result, their names are generally long-winded with an available nickname.<br />
<br />
'''Male:''' Azertazenroth (Azer), Incipiouselium (Cipio), Obligatnartaman (Taman)<br />
<br />
'''Female:''' Aluuranadesti (Aluuran), Ellingsithertal (Elli), Airdnemerila (Rila)<br />
<br />
===Chibido Traits=== <!-- Musicus: 6.5 --><br />
{{5e Racial Traits<br />
|summary= Beautiful humanoids in both body and voice.<br />
|abilities= Your {{5a|cha}} score increase by 2 and {{5a|int}} score increase by 1.<br />
|age= Chibido live for up to 900 to 1000 years. They dont transform until a few years prior than they would approach the mature age for their previous race. They do not physically age and retain their beautiful appearnace up until death.<br />
|alignment= Female Chibido are innately caring as such they are almost always good. Male Chibido typically veer towards more neutral and evil alignments, having been shunned by society and having become hateful of the world<br />
|size= Chibido are a much smaller than most Halflings. Your size is Small.<br />
|speed=Your base walking speed is 25ft feet.<br />
|trait1= Enchanting Looks <!-- 0.5 --><br />
|description1= You are so beautiful creatures have a hard time turning you down. You are proficient in the {{5s|Persuasion}} skill. <br />
|trait2= Fluid Grace <!-- 1 --><br />
|description2= As an action, you can add your {{5a|cha}} modifier to your Armor Class for 1 minute. You cannot use this feature if you are wearing medium armor, heavy armor or wielding a shield for they restrict your movement too heavily. You regain the use of this feature when you complete a long rest.<br />
|trait3= Blessed Vocals <!-- 0.5 --><br />
|description3= Your voice is as soft and delicate as you are beautiful. You are proficient with the {{5s|Performance}} skill.<br />
|trait4= Enchanting Voice <!-- 1.5 --><br />
|description4= You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Sleep}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read and write Common and one other language of your choice.<br />
|subrace= If you are male, choose the Revoltant subrace.<br />
}}<br />
<br />
====Revoltant====<br />
{{<br />
5e Subrace Traits<br />
Instead of using the above traits, you use these traits below instead.<br />
|abilities= Your {{5a|con}} score increases by 2 and {{5a|int}} score increase by 1.<br />
|trait1= Impending Silence <!-- 0.5 --><br />
|description1= While a warrior may yell down to his opponent to gain the upper hand the silence is your ally and you use it to great effect against others. You are proficient with the {{5s|Intimidation}} skill.<br />
|trait2=Reluctance to Love<br />
|description2=For years you have been rejected from humanity and you feel that no one truly loves you. You have advantage against spells and effects that would {{5c|Charm}} you.<br />
|trait3=Living on the Outside<br />
|description3=You have lived on the outskirts of humanity for many years and are proficient with the {{5s|Survival}} skill.<br />
|trait4=Withdrawn Power <!-- 1.5 --><br />
|description4= You know the ''{{5e|Fire Bolt}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Bane}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Crown of Madness}}'' spell once and need to finish a long rest before you can cast it again. {{5a|int}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chibido Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 5″ || +1d4 || 25lbs. || &times; (12d6) lb.<br />
|}<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Chibido_(5e_Race)&diff=1368857Chibido (5e Race)2020-08-18T11:42:06Z<p>Cotsu Malcior: Undo revision 1166972 by Shemma (talk)</p>
<hr />
<div>==Chibido==<br />
{{quote|A woman took the small tavern's stage next; she was gorgeous, hair-like oats and honey, eyes like the setting sun, and a voice that could melt even a white dragon’s frozen heart.|orig=Human Paladin Virgil Strega describing a chibido woman at a tavern}}<br />
<br />
===Physical Description===<br />
The Chibido are a strange people. They arebeautiful humanoids famous for their incredible singing voice, but on the other hand they are extremely small in stature. Their hair is is typically a beautiful golden blond color with some Chibido even having pure white hair. Their eye colors vary on a cool color spectrum, varying from green, to blue, to purple. Throughout their whole life, they appear similar to that of a young teen and keep their young and beautiful appearance up until death. Most Chibido are female but male Chibido aren't uncommon. The males retain the hags curse and do not reap the benefits of the good looks and smooth sounding voices of their female brethren<br />
<br />
===History===<br />
The Chibido history is tragic but full of love and hope. Minielsheda was once a beautiful and elegant princess who was the ruler of a great land. She had looks like the stars and a voice as smooth and elegant as silk. For she was the daughter of Aeshmaniala, goddess of love and song. Minielsheda had six daughters and one son and she ruled her kingdom justly. They were a perfect family. This eventually caught the eye of a mischievous trickster who decided to test the family. For three days she came to the families court disguised as a simple beggar and asked for three separate gifts. On the first day, she asked for a strand of hair from each family member saying how she wished that she could have hair like theirs, which the family graciously gave. The brother, who was much more vain and selfish than his siblings reluctantly gave the beggar a strand of his hair. On the second day, she told the family about her poor life and living situation. Each member of the family shed a tear for her of which the hag took. Even the brother shed a tear after hearing her story. Then, on the third day, she asked for the family's blessing and asked for a simple kiss from each member of the family. But the brother, to vain and selfish in his ways and fed up with the beggar refused to kiss the old woman. Upon refusing to give the beggar a kiss, the trickster revealed herself and set a curse upon the family. They entire family shrunk in size, their one fair and young skin turned gray and wrinkly, their once golden hair turned grey and brown and their once beautiful, smooth voice turned harsh and raspy. Th family mourned and the brother ran away in shame. But Aeshmaniala took pity on Minielsheda and her daughters, for they were all kind and good. She blessed them with eternal youth, fair skin, golden hair and a beautiful voice, but was unable to return their previous height. Even after all of that, the family stayed true to their ways and remained kind and loving. But now forever changed, they deemed themselves unfit to rule and left the throne. From them spawned the race of Chibido.<br />
<br />
===Society===<br />
Chibido are fairly rare and don’t have much of their own society. They generally dwell peacefully with Elves but can also take up residence with Humans. They enjoy Galflings willingness to party and gnome’s good humor and kindness much like their own. Female Chibido are physically unable to reproduce on their own and require another humanoid female to reproduce. Upon finding a fair female humanoid, they will give the humanoid their blessing, were upon the female will become pregnant. Chibido typically will bless Humans, Elves or Halflings. The female will give birth and the baby will appear common for their race and will have an average childhood. But prior to reaching maturity, the humanoid will go under a transformation. Females will rapidly decrease in height and weight, their hair and eyes will change color and their voices will become much smoother and more elegant. At the end the humanoid will have transformed into a Chibido and will be able to continue on with their lives. They are able to quickly adapt to their new forms and many say that they feel more natural and at peace with themselves. Males on the other hand will undergo a different transformation. They will rapidly decrease in height, they skin will become gray and wrinkled and they will appear revolting and ugly. Many become hateful and ashamed and will run away to hide in the deep corners of the world.<br />
<br />
===Chibido Names===<br />
Chibido love to talk and as a result, their names are generally long-winded with an available nickname.<br />
<br />
'''Male:''' Azertazenroth (Azer), Incipiouselium (Cipio), Obligatnartaman (Taman)<br />
<br />
'''Female:''' Aluuranadesti (Aluuran), Ellingsithertal (Elli), Airdnemerila (Rila)<br />
<br />
===Chibido Traits=== <!-- Musicus: 6.5 --><br />
{{5e Racial Traits<br />
|summary= Beautiful humanoids in both body and voice.<br />
|abilities= Your {{5a|cha}} score increase by 2 and {{5a|int}} score increase by 1.<br />
|age= Chibido live for up to 900 to 1000 years. They dont transform until a few years prior than they would approach the mature age for their previous race. They do not physically age and retain their beautiful appearnace up until death.<br />
|alignment= Female Chibido are innately caring as such they are almost always good. Male Chibido typically veer towards more neutral and evil alignments, having been shunned by society and having become hateful of the world<br />
|size= Chibido are a much smaller than most Halflings. Your size is Small.<br />
|speed=Your base walking speed is 25ft feet.<br />
|trait1= Enchanting Looks <!-- 0.5 --><br />
|description1= You are so beautiful creatures have a hard time turning you down. You are proficient in the {{5s|Persuasion}} skill. <br />
|trait2= Fluid Grace <!-- 1 --><br />
|description2= As an action, you can add your {{5a|cha}} modifier to your Armor Class for 1 minute. You cannot use this feature if you are wearing medium armor, heavy armor or wielding a shield for they restrict your movement too heavily. You regain the use of this feature when you complete a long rest.<br />
|trait3= Blessed Vocals <!-- 0.5 --><br />
|description3= Your voice is as soft and delicate as you are beautiful. You are proficient with the {{5s|Performance}} skill.<br />
|trait4= Enchanting Voice <!-- 1.5 --><br />
|description4= You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Sleep}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read and write Common and one other language of your choice.<br />
|subrace= If you are male, choose the Revoltant subrace.<br />
}}<br />
<br />
====Revoltant====<br />
{{5e Subrace Traits<br />
Instead of using the above traits, you use these traits below instead.<br />
|abilities= Your {{5a|con}} score increases by 2 and {{5a|int}} score increase by 1.<br />
|trait1= Impending Silence <!-- 0.5 --><br />
|description1= While a warrior may yell down to his opponent to gain the upper hand the silence is your ally and you use it to great effect against others. You are proficient with the {{5s|Intimidation}} skill.<br />
|trait2=Reluctance to Love<br />
|description2=For years you have been rejected from humanity and you feel that no one truly loves you. You have advantage against spells and effects that would {{5c|Charm}} you.<br />
|trait3=Living on the Outside<br />
|description3=You have lived on the outskirts of humanity for many years and are proficient with the {{5s|Survival}} skill.<br />
|trait4=Withdrawn Power <!-- 1.5 --><br />
|description4= You know the ''{{5e|Fire Bolt}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Bane}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Crown of Madness}}'' spell once and need to finish a long rest before you can cast it again. {{5a|int}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chibido Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 5″ || +1d4 || 25lbs. || &times; (12d6) lb.<br />
|}<br />
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<vote type=1 /><br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Chibido_(5e_Race)&diff=1368856Chibido (5e Race)2020-08-18T11:40:56Z<p>Cotsu Malcior: Undo revision 1169076 by Shemma (talk)</p>
<hr />
<div>==Chibido==<br />
{{quote|A woman took the small tavern's stage next; she was gorgeous, hair-like oats and honey, eyes like the setting sun, and a voice that could melt even a white dragon’s frozen heart.|orig=Human Paladin Virgil Strega describing a chibido woman at a tavern}}<br />
<br />
===Physical Description===<br />
The Chibido are a strange people. They arebeautiful humanoids famous for their incredible singing voice, but on the other hand they are extremely small in stature. Their hair is is typically a beautiful golden blond color with some Chibido even having pure white hair. Their eye colors vary on a cool color spectrum, varying from green, to blue, to purple. Throughout their whole life, they appear similar to that of a young teen and keep their young and beautiful appearance up until death. Most Chibido are female but male Chibido aren't uncommon. The males retain the hags curse and do not reap the benefits of the good looks and smooth sounding voices of their female brethren<br />
<br />
===History===<br />
The Chibido history is tragic but full of love and hope. Minielsheda was once a beautiful and elegant princess who was the ruler of a great land. She had looks like the stars and a voice as smooth and elegant as silk. For she was the daughter of Aeshmaniala, goddess of love and song. Minielsheda had six daughters and one son and she ruled her kingdom justly. They were a perfect family. This eventually caught the eye of a mischievous trickster who decided to test the family. For three days she came to the families court disguised as a simple beggar and asked for three separate gifts. On the first day, she asked for a strand of hair from each family member saying how she wished that she could have hair like theirs, which the family graciously gave. The brother, who was much more vain and selfish than his siblings reluctantly gave the beggar a strand of his hair. On the second day, she told the family about her poor life and living situation. Each member of the family shed a tear for her of which the hag took. Even the brother shed a tear after hearing her story. Then, on the third day, she asked for the family's blessing and asked for a simple kiss from each member of the family. But the brother, to vain and selfish in his ways and fed up with the beggar refused to kiss the old woman. Upon refusing to give the beggar a kiss, the trickster revealed herself and set a curse upon the family. They entire family shrunk in size, their one fair and young skin turned gray and wrinkly, their once golden hair turned grey and brown and their once beautiful, smooth voice turned harsh and raspy. Th family mourned and the brother ran away in shame. But Aeshmaniala took pity on Minielsheda and her daughters, for they were all kind and good. She blessed them with eternal youth, fair skin, golden hair and a beautiful voice, but was unable to return their previous height. Even after all of that, the family stayed true to their ways and remained kind and loving. But now forever changed, they deemed themselves unfit to rule and left the throne. From them spawned the race of Chibido.<br />
<br />
===Society===<br />
Chibido are fairly rare and don’t have much of their own society. They generally dwell peacefully with Elves but can also take up residence with Humans. They enjoy Galflings willingness to party and gnome’s good humor and kindness much like their own. Female Chibido are physically unable to reproduce on their own and require another humanoid female to reproduce. Upon finding a fair female humanoid, they will give the humanoid their blessing, were upon the female will become pregnant. Chibido typically will bless Humans, Elves or Halflings. The female will give birth and the baby will appear common for their race and will have an average childhood. But prior to reaching maturity, the humanoid will go under a transformation. Females will rapidly decrease in height and weight, their hair and eyes will change color and their voices will become much smoother and more elegant. At the end the humanoid will have transformed into a Chibido and will be able to continue on with their lives. They are able to quickly adapt to their new forms and many say that they feel more natural and at peace with themselves. Males on the other hand will undergo a different transformation. They will rapidly decrease in height, they skin will become gray and wrinkled and they will appear revolting and ugly. Many become hateful and ashamed and will run away to hide in the deep corners of the world.<br />
<br />
===Chibido Names===<br />
Chibido love to talk and as a result, their names are generally long-winded with an available nickname.<br />
<br />
'''Male:''' Azertazenroth (Azer), Incipiouselium (Cipio), Obligatnartaman (Taman)<br />
<br />
'''Female:''' Aluuranadesti (Aluuran), Ellingsithertal (Elli), Airdnemerila (Rila)<br />
<br />
===Chibido Traits=== <!-- Musicus: 6.5 --><br />
{{5e Racial Traits<br />
|summary= Beautiful humanoids in both body and voice.<br />
|abilities= Your {{5a|cha}} score increase by 2 and {{5a|int}} score increase by 1.<br />
|age= Chibido live for up to 900 to 1000 years. They dont transform until a few years prior than they would approach the mature age for their previous race. They do not physically age and retain their beautiful appearnace up until death.<br />
|alignment= Female Chibido are innately caring as such they are almost always good. <br />
|size= Chibido are a much smaller than most Halflings. Your size is Small.<br />
|speed=Your base walking speed is 25ft feet.<br />
|trait1= Enchanting Looks <!-- 0.5 --><br />
|description1= You are so beautiful creatures have a hard time turning you down. You are proficient in the {{5s|Persuasion}} skill. <br />
|trait2= Fluid Grace <!-- 1 --><br />
|description2= As an action, you can add your {{5a|cha}} modifier to your Armor Class for 1 minute. You cannot use this feature if you are wearing medium armor, heavy armor or wielding a shield for they restrict your movement too heavily. You regain the use of this feature when you complete a long rest.<br />
|trait3= Blessed Vocals <!-- 0.5 --><br />
|description3= Your voice is as soft and delicate as you are beautiful. You are proficient with the {{5s|Performance}} skill.<br />
|trait4= Enchanting Voice <!-- 1.5 --><br />
|description4= You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Sleep}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read and write Common and one other language of your choice.<br />
|subrace= If you are male, choose the Revoltant subrace. Instead of using the above traits, you use these traits below instead.<br />
}}<br />
<br />
====Revoltant====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2 and {{5a|int}} score increase by 1.<br />
|alignment=Male Chibido typically veer towards more neutral and evil alignments, having been shunned by society and having become hateful of the world<br />
|trait1= Impending Silence <!-- 0.5 --><br />
|description1= While a warrior may yell down to his opponent to gain the upper hand the silence is your ally and you use it to great effect against others. You are proficient with the {{5s|Intimidation}} skill.<br />
|trait2=Reluctance to Love<br />
|description2=For years you have been rejected from humanity and you feel that no one truly loves you. You have advantage against spells and effects that would {{5c|Charm}} you.<br />
|trait3=Living on the Outside<br />
|description3=You have lived on the outskirts of humanity for many years and are proficient with the {{5s|Survival}} skill.<br />
|trait4=Withdrawn Power <!-- 1.5 --><br />
|description4= You know the ''{{5e|Fire Bolt}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Bane}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Crown of Madness}}'' spell once and need to finish a long rest before you can cast it again. {{5a|int}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chibido Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 5″ || +1d4 || 25lbs. || &times; (12d6) lb.<br />
|}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Enhanced_Vigor_(5e_Feat)&diff=1361754Enhanced Vigor (5e Feat)2020-07-25T23:13:58Z<p>Cotsu Malcior: </p>
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<div><br />
<br />
{{5e Feat<br />
|name= Enhanced Vigor<br />
|prereqs={{5a|con}} 13 or higher<br />
|benefit=<!--Brief flavor description followed by mechanical benefits.--><br />
}} <br />
You have trained your body to endure the extremes of adventuring and harsh environments, conferring the following benefits:<br />
<br />
Your {{5a|con}} increases by 1 to a maximum of 20<br />
<br />
You can now re-roll one {{5a|con}} saving throw. You must do this before the DM tells you if the roll was a success, and must take the second roll. You regain the ability to do this at the end of your next long rest.<br />
<br />
You now only require half the food and water that a creature of your size would generally require.<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361397Star Caller (5e Class)2020-07-24T21:16:40Z<p>Cotsu Malcior: /* Creating a Star Caller */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= full<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra dust gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star dust to activate.<br />
<br />
; Supernova<br />
10 dust. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361382Star Caller (5e Class)2020-07-24T20:13:21Z<p>Cotsu Malcior: /* Cosmic Redirection */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= half<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra dust gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star dust to activate.<br />
<br />
; Supernova<br />
10 dust. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361381Star Caller (5e Class)2020-07-24T20:11:26Z<p>Cotsu Malcior: /* Supernova */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= half<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra points gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star dust to activate.<br />
<br />
; Supernova<br />
10 dust. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361380Star Caller (5e Class)2020-07-24T20:10:41Z<p>Cotsu Malcior: /* Neutron Soul Spells */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= half<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra points gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star points to activate.<br />
<br />
; Supernova<br />
10 points. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361379Star Caller (5e Class)2020-07-24T20:10:22Z<p>Cotsu Malcior: /* Protostar Soul Spells */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= half<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra points gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star points to activate.<br />
<br />
; Supernova<br />
10 points. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Star_Caller_(5e_Class)&diff=1361378Star Caller (5e Class)2020-07-24T20:09:57Z<p>Cotsu Malcior: /* Red Giant Soul Spells */</p>
<hr />
<div>== Star Caller ==<br />
A spellcaster focused on the stars and why they exist, a star caller bends the energy of the cosmos to their whim. It is not a god or greater being that gives a star caller their abilities but the vast infiniteness of the universe itself. This manifests itself in abilities related to relativity and physics with star casters being able to affect things like buoyancy, gravity, density, and other such concepts directly. They can also call out to the great beyond in times of dire need and sometimes, the quiet emotionless vacuum of space will aid them in fantastic ways.<br />
<br />
=== Born of Space ===<br />
Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged and in addition to it radiating energy, it also now radiates with a consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.<br />
<br />
=== Star Callers as Adventurers ===<br />
Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.<br />
<br />
=== Creating a Star Caller ===<br />
{{5e Image|float:right|https://78.media.tumblr.com/23be9815726b28d5fe5a306b32a0f368/tumblr_p8dlv7sGxq1qd9qa2o1_500.jpg|“Endless Time” by minayuyu from deviantart.}}<br />
<br />
When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?<br />
<br />
;Quick Build<br />
You can make a star caller quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Dex}}. Second, choose the Sage background with the astronomer specialty. <br />
<br />
{{5e Class Features<br />
|name= star caller<br />
|summary= A spell caster with a deep connection to the cosmos<br />
|hd= 6<br />
|spellcasting= half<br />
|armor= None<br />
|weapons= daggers, short swords, slings, quarterstaffs, light crossbows<br />
|tools= navigator’s tools<br />
|saves= {{5a|Wis}}, {{5a|Cha}}<br />
|skills= pick two from, Arcana, History, Insight, Survival, and Perception<br />
|item1a= two daggers<br />
|item1b= a quarterstaff<br />
|item1c=<br />
|item2a= a component pouch<br />
|item2b= an arcane focus<br />
|item2c=<br />
|item3a= Explorer's Pack<br />
|item3b= Scholar's Pack<br />
|item3c=<br />
|item4a= a star chart<br />
|item4b=<br />
|item4c=<br />
|item5a= starry cloak<br />
|item5b=<br />
|item5c=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Call of the Void}}, {{inpage|Spellcasting}}<br />
|classfeatures2= {{inpage|Star Call}}, {{inpage|Cosmic Redirection}} <br />
|classfeatures3= <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Twinkle}}<br />
|classfeatures6={{inpage|Star Call Improvement}}<br />
|classfeatures7={{inpage|Physical Anomalies}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Reality Pulse}}<br />
|classfeatures10={{inpage|Call of the Void Improvement}}<br />
|classfeatures11={{inpage|Star Call Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Guiding Star}}<br />
|classfeatures14={{inpage|Constellation}}<br />
|classfeatures15={{inpage|Star Call Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Twinkle Improvement}}<br />
|classfeatures18={{inpage|Planetary Alignment}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Supernova}}<br />
<br />
|extrasonleft=1<br />
|extra1_name= Star Dust<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extrasonright=1<br />
|extra2_name= Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
For 6th level and above, use [[Template:5e_spell_slots]].<br />
<br />
==== Call of the Void ====<br />
At the 1st level of the class, your mind opens to the infinite expanse that is the cosmos and begins to radiate its power within you. As a bonus action, you gain advantage on the next saving throw, attack roll or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.<br />
<br />
;Chaotic Dishevelment Table<br />
{| class="5e" style="text-align: left;"<br />
! d10|| Dishevelment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class for the duration but also means that whenever you grab or equip an item you must roll a d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The gravity acting upon you increases, your level of encumbrance increases by 1 and your speed is reduced by 5 feet, however, you have advantage on saving throws against being forcibly moved or knocked {{5c|prone}}. Wears off after a short rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Your body illuminates with photons causing bright light to extend from you in a 10 foot and dim light for an addition 5 feet for the next minute. In addition, you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The stars and celestial bodies align in your favor, nothing happens.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have disadvantage on saves against being forcibly moved and if you are forcibly moved you move twice as far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive {{5c|prone}}.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a {{5a|con}} save or be unable to take reactions until the start of their next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.<br />
|}<br />
<br />
==== Spellcasting ====<br />
<br />
Also at 1st level, you gain the ability to cast spells. <br />
<br />
Star Callers gain the ability to cast spells from the magic energy radiating off of celestial bodies in the cosmos, most notably stars. This radiating raw magic energy, which is undetectable to most, fuels their arcane magic to match the strength of the greatest wizards.<br />
<br />
;Spell Slots<br />
The star caller table shows how many spell slots you have. The table also shows what the level of those slots are. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of spells that are available for you to cast. To do so, choose a number of star caller spells from your spell list equal to your {{5a|wis}} modifier + your star caller level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of star caller spells requires time spent studying the sky or meditating, and can be done during either a short or long rest with a minimum requirement of 10 minutes per spell that you decide to change.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting modifier as this represents your ability to understand the unique roll in the cosmos and the ability to wield that understanding to create fantastic magical effects.<br />
<br />
<center><br />
'''Spell Save DC''' = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br/><br />
'''Spell Attack Modifier''' = your proficiency bonus + your {{5a|wis}} modifier<br />
</center><br />
<br />
;Ritual Casting<br />
<br />
You can cast star caller spells as a ritual if the spell has the ritual tag and it is prepared.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use an arcane focus as a spellcasting focus for your magic spells.<br />
<br />
==== Star Call ====<br />
At 2nd level, a star like that of the star you were born from, calls out to you from the cosmos and grants you abilities. Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.<br />
<br />
==== Cosmic Redirection ====<br />
Also at 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal star dust and regain a number of star dust equal to the amount stated on the table after a long rest. As long as you have star dust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to any one spell at a time.<br />
<br />
;Graviton Surge<br />
3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell<br />
<br />
;Particle Surge<br />
1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra points gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way. <br />
<br />
;Starlight<br />
1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting disadvantage on any concentration check until the end of your next turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Twinkle ====<br />
At 5th level, you begin to sparkle and twinkle with cosmic energy. As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form which lasts until the end of your next turn, you are resistant to damage from spells and have advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.<br />
<br />
After 17th level, you can now use this ability as many times as you have wisdom modifier, regaining spent uses at the end of your next long rest.<br />
<br />
==== Physical Anomalies ====<br />
After 7th level, you gain a permanent mark of your physical warping presence. You may choose one of the following options:<br />
<br />
;Mark of Polaris<br />
Your eyes become white and you gain 60ft of darkvision if you did not already possess it. In addition you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagles eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.<br />
<br />
;Mark of Sol<br />
Your irises turn gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.<br />
<br />
;Mark of Vega<br />
You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.<br />
<br />
==== Reality Pulse ====<br />
At 9th level, you are able to release a fragment of the massive power surge that created you in the first place. As an action, all creatures you choose within 60ft of you must make a strength saving throw or be pushed backwards in a straight line 10ft away from you, in addition any creature who fails the save has it's speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.<br />
<br />
==== Guiding Star ====<br />
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. After 13th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.<br />
<br />
==== Constellation ====<br />
You can now connect to your allies even when they are out of reach, like the stars in a constellation. At 14th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.<br />
<br />
==== Planetary Alignment ====<br />
The cosmos now revolves around your incarnation and you can use this cosmic influence to bend the rules of space and time. At 18th level, as an action, you can touch an item or creature with an ability which usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.<br />
<br />
==== Supernova ====<br />
You become the full extent of the star that created which greatly deepens your understanding of the cosmos. At 20th level your wisdom increases by 4 points and its new maximum is 24. Also you gain the new Supernova ability which you can expend 10 star points to activate.<br />
<br />
; Supernova<br />
10 points. You can explode in a supernova like burst of energy. As a reaction to taking damage, you can expend 10 star points to fill an orb of radius 30 ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.<br />
<br />
==Star Call==<br />
When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.<br />
<br />
=== Red Giant ===<br />
The star that birthed you was a massive red giant star and it has gifted you with abilities that mimic its massive size and strength.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Red Giant Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Star Caller Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Hellish Rebuke}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Heat Metal}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Magic Circle}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Wall of Fire}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Flame Strike}}''<br />
|}<br />
<br />
<br />
;{{#anc:Supermassive}}<br />
Beginning at 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.<br />
<br />
;{{#anc:Near the End}}<br />
The red giants close proximity to its own demise gives you the ability to avoid your own. After 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller<br />
<br />
;{{#anc:A Massive Reminder}}<br />
At 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.<br />
<br />
Imposing Magic<br />
<br />
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of it's next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with disadvantage<br />
<br />
Inspiring Size<br />
<br />
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.<br />
<br />
;{{#anc:Spectacular Finish}}<br />
You can now embody the final blazing moments of your patron star. As an action at 15th level, your skin begins to burn and char and fire erupts from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.<br />
<br />
You gain your wisdom modifier to the damage of any Star Caller spell you cast<br />
<br />
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.<br />
<br />
Your skin hardens in places into a solid meteorite like substance increasing your armor class by 2<br />
<br />
You cannot enter this form again until the end of your next long rest.<br />
<br />
=== Neutron ===<br />
<br />
Neutron star callers are the embodiment of weakly lit extremely dense neutron stars and have an excellent manipulation of physics and space/time.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Neutron Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Unseen Servant}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Enlarge/Reduce}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Slow}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Resilient Sphere}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Telekinesis}}''<br />
|}<br />
<br />
;{{#anc:Dense Weaponry}}<br />
At 2nd level you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapons health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapons damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon which is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest you may choose to grant the same weapon the ability, another weapon the ability or let the rune fade which reverts the weapon back to its normal state.<br />
<br />
;{{#anc:Dig In}}<br />
After 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action you can choose one of the following benefits:<br />
<br />
Encumber<br />
2 dust. You increase the density of hostile creatures within the aura expending 2 star dust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.<br />
<br />
Hold Ground<br />
2 dust. You selectively increase the density of friendly creatures within the aura expending 2 star dust for each target. For a number of rounds equal to your wisdom modifier any friendly creature you target that attacks with a strength based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength based attacks also do 1 additional damage of the weapons type for the duration.<br />
<br />
;{{#anc:Warp}}<br />
After 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your wisdom modifier, regaining all spent uses at the end of your next long rest.<br />
<br />
;{{#anc:Gravity Well}}<br />
At 15th level you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each of their turns or be pulled 5ft toward the well.<br />
<br />
=== Protostar ===<br />
<br />
Your patron star is in the protostar stage of rebirth and silence. Quiet and mysterious, you embody the silence of your patron.<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Protostar Soul Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Silent Image}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Invisibility}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Gaseous Form}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Confusion}}''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''{{5e|Creation}}''<br />
|}<br />
<br />
<br />
;{{#anc:Cosmic Shroud}}<br />
At second level you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 star dust on a roll of 6.<br />
<br />
;{{#anc:The Very Beginning}}<br />
A protostar is at the very first stage in its extensive life span and it passes some of its youth onto you. At 6th level, your maximum age triples and you you are immune to being magically aged. Also when you are the target of a spell which attempts to change your form or position you have advantage on the saving throw, regaining this advantage at the end of your next long or short rest.<br />
<br />
;{{#anc:Shadowy Formation}}<br />
A protostar forms in silence and darkness, and you can manifest the same stealth. After 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you advantage on stealth checks for the duration. You can use this ability as many times as you have wisdom modifier.<br />
<br />
;{{#anc:Death and Rebirth}}<br />
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star you too gain the ability to rise from the ashes of your own demise. At 15th level, The first time after a long rest that you are reduced to 0 hit points you have advantage on your death saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.<br />
<br />
=== Star Caller Spell List ===<br />
<br />
You know all of the spells on the basic star caller spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''Dancing Lights, Light, Fire Bolt, True Strike, Message, Prestidigitation, Guidance, Control Flames, Mending, Resistance and Magic Stone''<br />
<br />
;1st Level<br />
''Absorb Elements, Faerie Fire, Thunderwave, Sleep, Healing Word, Charm Person, Cure Wounds, Disguise Self, Burning Hands, Detect Magic, Feather Fall, Color Spray, Identify, Fog Cloud, Longstrider, Jump, Heroism, Bless, Alarm, Guiding Bolt, and Command''<br />
<br />
;2nd Level<br />
''Pyrotechnics, Blindness and Deafness, Enhance Ability, Flame Blade, Moonbeam Locate Object, Gust of Wind, Flaming Sphere, Darkvision, Scorching Ray, See Invisibility, Lesser Restoration Enthrall, Continual Flame, Calm Emotions, Mirror Image, Blur, and Darkness''<br />
<br />
;3rd Level<br />
''Tidal Wave, Clairvoyance, Haste, Remove Curse, Fly, Glyph of Warding, Mass Healing Word, Wind Wall, Water Walk, Counterspell, Dispel Magic, Call Lightning Sending, Blink, Daylight, Melf's Minute Meteors, Feign Death, and Major Image''<br />
<br />
;4th Level<br />
''Polymorph, Control Water, Freedom of Movement, Dimension Door, Confusion, Conjure Minor Elementals, Hallucinatory Terrain, Ice Storm, Wall of Fire Banishment, Locate Creature, Sickening Radiance, and Compulsion''<br />
<br />
;5th Level<br />
''Mislead, Awaken, Dream, Immolation, Wall of Light, Reincarnate, Wall of Stone, Scrying, Mass Cure Wounds, Planar Binding, Greater Restoration and Legend Lore''<br />
<br />
;6th Level<br />
''True Seeing, Heal, Planar Ally, Sunbeam, Wind Walk, Move Earth, Conjure Fey, and Find the Path, Chain Lightning and Programmed Illusion''<br />
<br />
;7th Level<br />
''Fire Storm, Heal, Mirage Arcane, Reverse Gravity, Regenerate, Plane Shift, Conjure Celestial, Resurrection, Etherealness and Control Weather''<br />
<br />
;8th Level<br />
''Antimagic Field, Holy Aura, Sunburst, Control Weather and Incendiary Cloud''<br />
<br />
;9th Level<br />
''Storm of Vengeance, True Resurrection, Mass Heal and Astral Projection''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the star caller class, you must meet these prerequisites:<br />
<br />
*{{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the star caller class, you gain the following proficiencies:<br />
<br />
*{{5e|Tools|Navigator’s tools}}<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=History_(Nimda_Setting)&diff=1357330History (Nimda Setting)2020-07-13T21:59:39Z<p>Cotsu Malcior: /* Overview */</p>
<hr />
<div>== Overview ==<br />
Nimda's history has been tossed about due to its close connection to the [[The Trifadishti Petals (5e Pantheon)|Trifadishti Pantheon]] of deities. The Stem Gods in particular are incredibly active in the day to day goings on of the mortals especially since the Darkest Night War.<br />
<br />
'''The Beginning (Year ???)'''<br />
In the beginning, a flower bloomed in darkness giving birth to the three patron gods of the world. Desmaduke, god of good, Kilthertis, goddess of evil, and Noctem, god of death.They created their children and then made the world and all of its surroundings and the world was desolate and cold and the life there was as well, the result of a climatic start.<br />
<br />
'''Life (Year ???)'''<br />
After an undetermined amount of time, Desmaduke decided to use his power to create more children but these children would be to help mortality<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} → [[Nimda (5e Campaign Setting)]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Nimda]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351890Ahsri (5e Race)2020-06-30T07:44:15Z<p>Cotsu Malcior: </p>
<hr />
<div>== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People with diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and one other language.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Ahsri<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d6<br />
|weight=190<br />
|weightmod=4<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351889Ahsri (5e Race)2020-06-30T07:43:22Z<p>Cotsu Malcior: /* Random Height and Weight */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People with diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and one other language.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Ahsri<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d6<br />
|weight=190<br />
|weightmod=4<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351888Ahsri (5e Race)2020-06-30T07:43:00Z<p>Cotsu Malcior: /* Random Height and Weight */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People with diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and one other language.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Ahsri<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d6<br />
|weight=190<br />
|weightmod=x4<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351369Ahsri (5e Race)2020-06-28T15:38:30Z<p>Cotsu Malcior: /* Ahsri Traits */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People with diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and one other language.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351368Ahsri (5e Race)2020-06-28T15:37:17Z<p>Cotsu Malcior: /* Ahsri Traits */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People with diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and Tolnjahl.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351367Ahsri (5e Race)2020-06-28T15:36:55Z<p>Cotsu Malcior: /* Ahsri Traits */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary= People woth diverse animal traits, created by the Fey<br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and Tolnjahl.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ahsri_(5e_Race)&diff=1351365Ahsri (5e Race)2020-06-28T15:32:28Z<p>Cotsu Malcior: /* History */</p>
<hr />
<div>{{abandoned|17:21, 10 May 2020 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
== Ahsri ==<br />
<br />
===Physical Description===<br />
Ahsri are a race of humanoids closely resembling humans with animal-like physical characteristics. Ahsri do not resemble birds, insects, or arachnids in appearance. They have physical features typically from mammals and reptiles, but some purely aquatic animal features aren’t unheard of in coastal regions; though, less common. Ahsri can be found in climates ranging from tropical jungles to temperate mountains. They generally avoid the coldest regions, like tundras, as well as the driest, like deserts. <br />
<br />
===History===<br />
During a time of great turmoil in the Feywild, a powerful Archfey known as mother, sought to create new beings. She combined the will and intelligence of man, the survival traits of animals, and a pure spirit from the water of the Feywild. This birth the first Ahsri, and eventually their influence woukd spread beyond the Feywild to the wilds of the material plane. They still pay homage to Mother for creating them and many revere her like a god in their settlements.<br />
<br />
===Society===<br />
From nomadic tribes to small settlements their cultures vary almost as widely as humans, but hold to a common theme with their reverence for nature; with even their largest towns being relatively small compared to the smallest cities of humans. It can be generally stated that they are pragmatic, but they delight in clever conversation. Casual conversation can become a battle of wits between two clever Ahsri. Ahsri will often adopt witticisms and phrases from other races. Ahsri generally value cleverness, strength and skill above all else. Feuds between Ahsri are more often settled with words, or tests of skill, rather than with physical combat.<br />
<br />
===Ahsri Names===<br />
<!--Lead text--><br />
Ashri have speaking names related to the accomplishments or failures of their youth. If a particular family distinguishes itself either through competence or failure, it receives a new name relating to their noteworthy quality. Their names do not distinguish by gender. It is custom to translate their name into the common language, so other might know of their deeds and failures. Trying to hide an embarising name is seen as a sign of weakness and shame, since the Ashri admits he will never rise of above the failures of his youth or family.<br />
<br />
'''Personal Names:''' Birdkiller, Blusher, Coward, Deertalker, Slayer, Unseen Shadow, Weakling<br />
<br />
'''Family Name:''' Champion, Fisher, Healer, Longsleeper, Orcprey<br />
<br />
'''Full Name:''' Deertalker of the Fisher family, Coward of the Longsleeper family.<br />
<br />
===Ahsri Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Wis}} score increases by +2, and either your {{5a|Dex}} score or {{5a|Str}} score increases by +1<br />
|age=Ahsri have a lifespan comparable to humans.<br />
|alignment=Ashri culture values pragmatism and skill, thus they tend to adopt neutral aligments. Depending on their perspective towards the laws of nature, a particular society can tend towards lawful or chaotic aligment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 ft.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Mother’s Blessing<br />
|description2=Through your connection to the Mother and nature, you are innately imbued with the power to cast certain spells as well as the feature of an animal whose spirit resembles your personality. You gain 1 Animal Trait and 1 Bestowed Spirit from the lists below at 1st level. Wisdom is used for the spellcasting modifier for any spell gained by this feature. Spells from Bestowed Spirit are gained in order at 3rd and 5th level. Spells gained by this feature ignore material components. These spells can be used once, and regain use of these spells after finishing a long rest.<br />
<br />
|trait3=Animal Trait<br />
|description3=You may choose one of the following:<br />
<br />
- '''Heightened Hearing:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on hearing, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on hearing. <br />
<br />
- '''Heightened Smell:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on smell, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on smell.<br />
<br />
- '''Heightened Sight:''' You add your proficiency bonus to {{5s|Perception}} checks that rely on sight, even if you have no proficiency in the {{5s|Perception}} skill. If you have proficiency in the {{5s|Perception}} skill, add double your proficiency bonus to {{5s|Perception}} checks that rely on sight. <br />
<br />
- '''Sure-Footed:''' You have {{5e|advantage}} on {{5a|Str}} and {{5a|Dex}} {{5e|saving throws}} made against effects that would knock you {{5c|Prone}}. <br />
<br />
- '''Rampage:''' When reducing a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make an additional attack. <br />
<br />
<br />
- '''Hold Breath:''' You can hold your breath for up to 15 minutes.<br />
<br />
- '''Swim:''' You gain a swim speed of 30 feet.<br />
<br />
- '''Climb:''' You gain a climb speed of 30 feet.<br />
<br />
- '''Stride:''' Your base movement speed increases to 40 feet. <br />
<br />
- '''Serpentine/Lithe:''' Your {{5a|dex}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Boar-ish:''' Your {{5a|str}} increases by +1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
- '''Beast of Burden:''' You are considered to be one size category larger for the purpose of determining carrying capacity. <br />
<br />
- '''Mimicry:''' You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {{5s|Insight}} check, contested by your deception check.<br />
<br />
- '''Relentless:''' When you would be reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. You can't use this trait again until you finish a long rest.<br />
<br />
|trait4=Bestowed Spirit<br />
<br />
|description4=The Mother bonds a nature spirit to an Ahsri at birth. These spirits rarely communicate, but freely lend a portion of their power. They are their Ahsri’s constant companion. Choose one from the following spell lists: <br />
<br />
- '''Lore Spirit''': You have proficiency in two additional skills.<br />
<br />
- '''Spirit of Fire and Light''': ''[[Control Flames (5e Spell)|control flames]]'', ''{{5e|Faerie Fire}}'', ''{{5e|Flaming Sphere}}''<br />
<br />
- '''Spirit of Water''': ''[[Shape Water (5e Spell)|shape water]]'', ''{{5e|Cure Wounds}}'', ''{{5e|Lesser Restoration}}''<br />
<br />
- '''Spirit of the Moon''': ''{{5e|Guidance}}'', ''{{5e|Charm Person}}'', ''{{5e|Moonbeam}}''<br />
<br />
- '''Spirit of Fury''': ''[[Primal Savagery (5e Spell)|primal savagery]]'', ''{{5e|Longstrider}}'', ''{{5e|Flame Blade}}''<br />
<br />
- '''Spirit of the Hunt''': ''{{5e|Druidcraft}}'', ''[[Snare (5e Spell)|snare]]'', ''{{5e|Pass Without Trace}}''<br />
<br />
- '''Spirit of Air''': ''[[Gust (5e Spell)|gust]]'', ''{{5e|Fog Cloud}}'', ''[[Warding Wind (5e Spell)|warding wind]]''<br />
<br />
- '''Spirit of the Forest''': ''{{5e|Shillelagh}}'', ''{{5e|Entangle}}'', ''{{5e|Barkskin}}''<br />
<br />
- '''Spirit of the Earth''': ''[[Mold Earth (5e Spell)|mold earth]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''{{5e|Spike Growth}}''<br />
<br />
- '''Spirit of the Sky''': ''[[Thunderclap (5e Spell)|thunderclap]]'', ''{{5e|Thunderwave}}'', ''[[Skywrite (5e Spell)|skywrite]]''<br />
<br />
- '''Spirit of Ice''': ''[[Frostbite (5e Spell)|frostbite]]'', ''[[Ice Knife (5e Spell)|ice knife]]'', ''{{5e|Hold Person}}''<br />
<br />
- '''Spirit of Domination''': ''{{5e|Thorn Whip}}'', ''{{5e|Animal Friendship}}'', ''{{5e|Beast Sense}}''<br />
<br />
- '''Spirit of Kinship''': ''[[Infestation (5e Spell)|infestation]]'', ''{{5e|Speak With Animals}}'', ''{{5e|Animal Messenger}}''<br />
<br />
- '''Spirit of Stone''': ''[[Magic Stone (5e Spell)|magic stone]]'', ''[[Earth Tremor (5e Spell)|earth tremor]]'', ''[[Earthbind (5e Spell)|earthbind]]''<br />
<br />
- '''Spirit of Serenity''': ''{{5e|Resistance}}'', ''{{5e|Healing Word}}'', ''[[Healing Spirit (5e Spell)|healing spirit]]''<br />
<br />
- '''Spirit of Ingenuity''': ''{{5e|Mending}}'', ''{{5e|Create or Destroy Water}}'', ''{{5e|Heat Metal}}''<br />
<br />
|languages= You can speak, read, and write Common and Tolnjahl.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=Ska-Marag_(5e_Deity)&diff=1349009Ska-Marag (5e Deity)2020-06-20T15:31:12Z<p>Cotsu Malcior: /* Ska-Marag */</p>
<hr />
<div><br />
== Ska-Marag ==<br />
{{5e Deity<br />
|file= <!-- Link to an image of the deity's symbol--><br />
|symbol= <!-- Caption, or description of symbol --><br />
|alignment= Lawful Evil<br />
|domains= Nature, War<br />
|rank= l<br />
}}<br />
<br />
Ska-Marag is the god of indoctornation and rot in the Trifadishti pantheon. He is depicted as a large mud colored dragon with multiple patches of colored scales across his body and is considered the patron god of chromatic dragons. He is misshapen, with a thick short neck and a head more like an alligator, and he also has only dark holes in his head for eyes. He does have wings but they are incredibly small. He hates the Stem gods more than any other with particular disdain for Findinisus, who represents his other half, and Otygot, who represents all that is good in nature.<br />
<br />
Followers of Ska-Marag are uncommon, only slightly more than Lollad's followings in numbers, but the blessings are Ska-Marag are powerful. He rebirths his devout, in a process known as the Blightrot Pactus. When one accepts this horrid contract, they begin to decay, but not in body as one would suggest. Ska-Marag begins to rot his followers souls in exchange for tremendous power. When a follower of Ska-Marag dies, there soul becomes one with his and his power grows. This rot can take many forms in the power it gives, some of his followers no longer need to eat or drink, some gain access to spells like their deity would use, and some have even been said to live far longer than would be considered natural.<br />
<br />
Ska-Marag has no churches above ground. All of his known churches are in the underdark and as a consequence the majority of his following is Drow and Duergar.Since his churches are so well hidden, it is only recently that the races above ground have realized that he is more than just a fairytale. His worshipers often dedicate themselves to him by eating poisonous mushrooms from the underdark, as a token of appreciation, he may even spare those who do. <br />
<br />
----<br />
{{5e Deities Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=The_Trifadishti_Petals_(5e_Pantheon)&diff=1308847The Trifadishti Petals (5e Pantheon)2020-03-29T14:13:04Z<p>Cotsu Malcior: </p>
<hr />
<div><br />
Its said that long before the world existed a single flower bloomed in nothingness with three petals. One petal raised itself high and proud representing all that was good in the world and it's name was Desmaduke. The second petal was withered and spiteful hating it's beautiful twin above all else and its name was Kilthertis. The last petal was both beautiful and ugly, both sweet and sour and its name was Noctem. When the flower reached full bloom Desmaduke was the first to rise and create the good gods of the world creating Darstar from his voice, Regonos from his spirit, Hamity from his hair, and Baestril from the light of his face. When Kithertis bloomed and saw the beautiful world Desmaduke had created she wept in anguish. The tears from her right eye became Mordicai and from her left eye Dolor was born. She also dug her long fingernails into her wrists and from the blood of her right hand Marligya was born and from her left Limera rose. The last petal continued to wilt into a dark cloak with no face. He made two servants for himself to serve as Law and Chaos and they were named Kara and Boxel respectively. These gods are referred to as the Old Gods. Their symbols are simple geometric shapes and only about 20% of the population actively worships them, although they are always acknowledged in rituals and prayers.<br />
<br />
'''[[Desmaduke (5e Deity)]], NG, God of Good (Life, Light, Nature), A golden triangle within a circle surrounded by 13 tick marks'''<br />
<br />
[[Darstar (5e Deity)]], LG, God of Light and Honesty (Light), A large circle surrounded in triangles with the largest triangles facing the cardinal directions, <br />
<br />
[[Regonos (5e Deity)]], LG, God of Zeal and Justice (War), A triangle on top of rectangle with an "x" inside the rectangle<br />
<br />
[[Hamity (5e Deity)]], NG, Goddess of Beauty and Grace (Light, Life), Three squares arranged in a pyramid <br />
<br />
[[Baestril (5e Deity)]], LG, Goddess of Wisdom and Tranquility (Knowledge), Six black dots arranged as they are on a six sided die<br />
<br />
'''[[Kilthertis (5e Deity)]], NE, Goddess of Evil (Trickery, Death), An inverted black triangle with 5 white circles around it'''<br />
<br />
[[Mordicai (5e Deity)]], CE, God of Misery and Torment (No Clerics), Two side-by-side tear shapes with an inverted triangle in both<br />
<br />
[[Dolor (5e Deity)]], NE, God of Pain and Agony (War, Death), A jagged edged circle inside of a square<br />
<br />
[[Marligya (5e Deity)]], CE, Goddess of Trickery and Cunning (Trickery), Two circles connected by a thin curved line<br />
<br />
[[Limera (5e Deity)]], NE, Goddess of Brutality and Blood (War), A triangle with thin rectangles erupting from the center of each side<br />
<br />
'''[[Noctem (5e Deity)]], TN, God of Death (Death), Two black outlined triangles which meet at the tips to make an hourglass shape'''<br />
<br />
[[Kara (5e Deity)]], LN, Goddess of Law and Logic (Knowledge), A capital "H" with a line through the center that is longer than the sides<br />
<br />
[[Boxel (5e Deity)]], CN, God of Chaos and Power (War), An infinity sign with a black circle in the center<br />
<br />
'''The Stem Gods'''<br />
<br />
After the world was created Desmaduke took the stem of the flower from which he was born and dipped it into a stream near him. the Stem then sprouted many smaller gods to help guide the people which he had yet to create. However, as the stem was part of all three of them, not all of these gods and goddesses turned out as intended. These lesser gods are known as the New, Stem or Fresh Gods. They are worshiped by the vast majority of the people and have more complex symbols and worship practices.<br />
<br />
[[Otygot (5e Deity)]], NG, God of Nature and Agriculture (Life, Nature), A tree that is bearing fruit<br />
<br />
[[Snofach (5e Deity)]], TN, God of Refinement and Art (Light), A peacock<br />
<br />
[[Makanda (5e Deity)]], TN, God of Crafting and Trade (Knowledge) , A anvil with various coins stacked on it<br />
<br />
[[Durm (5e Deity)]], CG, God of Magic and Curiosity (Knowledge), An empty scroll<br />
<br />
[[Findinisus (5e Deity)]], LG, God of Battle and Revelry (War), A greatsword with a flame etched down its blade<br />
<br />
[[Remulo (5e Deity)]], NG, God of Alchemy and Comfort (Life, Knowledge), A stoppered flask filled with blue liquid<br />
<br />
[[Lonacti (5e Deity)]], CN, God of Rebellion and the Sea (Tempest, War), A large rolling wave<br />
<br />
[[Mornadest (5e Deity)]], NE, God of Lies and Night (Trickery), A crescent moon with a silver dagger in the shaded section<br />
<br />
[[Ska-Marag (5e Deity)]], LE, God of Invasion and Rot (Nature, War), A dried, multicolored mushroom<br />
<br />
[[Midel (5e Deity)]], LG, Goddess of Architecture and Sanctuary (Life, Light), A silver shield with many scars and dents<br />
<br />
[[Qepltep (5e Deity)]], CG, Goddess of Mischief and Fire (Trickery), A pair of flaming hands clasped in prayer<br />
<br />
[[Tangarita (5e Deity)]], LN, Goddess of Mountains and Strength (Nature, War), A large mountain<br />
<br />
[[Lollad (5e Deity)]], NG, Goddess of the Sky and Freedom (Tempest), A hawk in flight<br />
<br />
[[Arista (5e Deity)]], CG, Goddess of Drink and Passion (Life), A heart within another heart<br />
<br />
[[Malolo (5e Deity)]], NE, Goddess of Poison and Disease (Death), A large wooden mask with fangs and bleeding eyes<br />
<br />
[[Eliar (5e Deity)]], CN, Goddess of Fate and Luck (Trickery), A golden pentacle<br />
<br />
[[Candeta (5e Deity)]], NG, Goddess of Maternity and Mercy (Light, Life), The female sign inside of a circle<br />
<br />
'''The Creation of Mortals'''<br />
<br />
No one is sure how the mortal were created or which gods created what. All of this was lost during the Darkest Night War. However, as the gods have come to be worshipped again certain deities have become the patrons of certain mortal races. <br />
<br />
''' The Darkest Night War'''<br />
<br />
Kilthertis did not immediately reveal herself to Desmaduke after her birth. She created her children and hid in the darkest parts of Nightmare waiting for Desmaduke to drop his guard, and eventually he did. When Desmaduke created the Stem Gods he was so enamored with the new life he created that Kilthertis rose from the shadows to kill him and create a world of darkness. The gods fought with their children beside them for a millennia with Desmaduke eventually triumphing over the dark gods. Sticking to their true nature, Kilthertis' children abandoned her when she had lost and escaped Desmaduke's wrath. As for Kilthertis, him and each one of his 4 children created a candle from a great oak tree and locks of each of their hair as the wicks. The surrounded Kilthertis with the 5 candles in a circle and sealed her into the realm of Hextus. During this time it was an everlasting night on the material plane and some creatures became tainted by the darkest night giving birth to the Drow and other such races. The Stem Gods tried desperately to assist the mortal races but they also had fights to win for Ska-Marag, Mornadest and Malolo had turned on them. The gods managed to help mortality survive the darkest night but at a terrible cost for they were so concerned with mortality that Ska-Marag, Mornadest, Malolo and Kilthertis' children all escaped their judgment.<br />
<br />
<br />
'''The Demi-Gods'''<br />
A Demi-God is any being that is half deity and half mortal. Some demi-gods gain very little ability from their ancestry and some go on to become mighty champions. However their are four demi-gods that are more important than all the others known as the Sealing Siblings. After Desmaduke sealed Kilthertis away, he knew that as cunning as she is she would eventually find a way to free herself, so he planned a way for mortality to re-enact his spell should she ever return. Desmaduke in his children each took turns going to Nimda and finding a suitable mate to create a demi-god with and in each of these demi-gods is the fire needed to re-ignite the candles and seal Kilthertis away again. They are as follows:<br />
<br />
Quara= Demi-god of woodland creatures and plants. Daughter of Hamity.<br />
<br />
Siludia= Demi-god of dreams and speech. Daughter of Baestril.<br />
<br />
Ridusid= Demi-god of archery and swordplay. Son of Regonos.<br />
<br />
Balorin= Demi-god of optimism and patience. Son of Darstar.<br />
<br />
To keep these demi-gods a secret from Kilthertis, Desmaduke transformed them into items of their parents choosing. Quara became a leather bracer with a bright green emerald in the palm, Siludia became a simple bronze circlet to match her mother's, Ridusid became a powerful longbow and Balorin became a mighty warhammer with a sun on both sides. These items were called respectively, Nature's Touch, The Sight, Starpiercer and The Last Dawn, and then they vanished so that Kilthertis could never find them.<br />
<br />
'''The Prophecy'''<br />
<br />
There is prophecy which was found in one of Desmaduke's oldest temples which read as such:<br />
<br />
When the earth cries out and rivers dry<br />
<br />
The Mother shall return<br />
<br />
And through this great uncertainty<br />
<br />
All who oppose shall burn<br />
<br />
But in the darkness hides a light<br />
<br />
The four who chose to stay<br />
<br />
And these four spread throughout the land<br />
<br />
Can chase the dark away<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Pantheon]]<br />
----<br />
{{5e Deities Breadcrumb}}</div>Cotsu Malciorhttps://www.dandwiki.com/w/index.php?title=The_Trifadishti_Petals_(5e_Pantheon)&diff=1308845The Trifadishti Petals (5e Pantheon)2020-03-29T14:11:13Z<p>Cotsu Malcior: </p>
<hr />
<div><br />
Its said that long before the world existed a single flower bloomed in nothingness with three petals. One petal raised itself high and proud representing all that was good in the world and it's name was Desmaduke. The second petal was withered and spiteful hating it's beautiful twin above all else and its name was Kilthertis. The last petal was both beautiful and ugly, both sweet and sour and its name was Noctem. When the flower reached full bloom Desmaduke was the first to rise and create the good gods of the world creating Darstar from his voice, Regonos from his spirit, Hamity from his hair, and Baestril from the light of his face. When Kithertis bloomed and saw the beautiful world Desmaduke had created she wept in anguish. The tears from her right eye became Mordicai and from her left eye Dolor was born. She also dug her long fingernails into her wrists and from the blood of her right hand Marligya was born and from her left Limera rose. The last petal continued to wilt into a dark cloak with no face. He made two servants for himself to serve as Law and Chaos and they were named Kara and Boxel respectively. These gods are referred to as the Old Gods. Their symbols are simple geometric shapes and only about 20% of the population actively worships them, although they are always acknowledged in rituals and prayers.<br />
<br />
'''[[Desmaduke (5e Deity)]], NG, God of Good (Life, Light, Nature), A golden triangle within a circle surrounded by 13 tick marks'''<br />
<br />
[[Darstar (5e Deity)]], LG, God of Light and Honesty (Light), A large circle surrounded in triangles with the largest triangles facing the cardinal directions, <br />
<br />
[[Regonos (5e Deity)]], LG, God of Zeal and Justice (War), A triangle on top of rectangle with an "x" inside the rectangle<br />
<br />
[[Hamity (5e Deity)]], NG, Goddess of Beauty and Grace (Light, Life), Three squares arranged in a pyramid <br />
<br />
[[Baestril (5e Deity)]], LG, Goddess of Wisdom and Tranquility (Knowledge), Six black dots arranged as they are on a six sided die<br />
<br />
'''[[Kilthertis (5e Deity)]], NE, Goddess of Evil (Trickery, Death), An inverted black triangle with 5 white circles around it'''<br />
<br />
[[Mordicai (5e Deity)]], CE, God of Misery and Torment (No Clerics), Two side-by-side tear shapes with an inverted triangle in both<br />
<br />
[[Dolor (5e Deity)]], NE, God of Pain and Agony (War, Death), A jagged edged circle inside of a square<br />
<br />
[[Marligya (5e Deity)]], CE, Goddess of Trickery and Cunning (Trickery), Two circles connected by a thin curved line<br />
<br />
[[Limera (5e Deity)]], NE, Goddess of Brutality and Blood (War), A triangle with thin rectangles erupting from the center of each side<br />
<br />
'''[[Noctem (5e Deity)]], TN, God of Death (Death), Two black outlined triangles which meet at the tips to make an hourglass shape'''<br />
<br />
[[Kara (5e Deity)]], LN, Goddess of Law and Logic (Knowledge), A capital "H" with a line through the center that is longer than the sides<br />
<br />
[[Boxel (5e Deity)]], CN, God of Chaos and Power (War), An infinity sign with a black circle in the center<br />
<br />
'''The Stem Gods'''<br />
<br />
After the world was created Desmaduke took the stem of the flower from which he was born and dipped it into a stream near him. the Stem then sprouted many smaller gods to help guide the people which he had yet to create. However, as the stem was part of all three of them, not all of these gods and goddesses turned out as intended. These lesser gods are known as the New, Stem or Fresh Gods. They are worshipped by the vast majority of the people and have more complex symbols and worship practices.<br />
<br />
[[Otygot (5e Deity)]], NG, God of Nature and Agriculture (Life, Nature), A tree that is bearing fruit<br />
<br />
[[Snofach (5e Deity)]], TN, God of Refinement and Art (Light), A peacock<br />
<br />
[[Makanda (5e Deity)]], TN, God of Crafting and Trade (Knowledge) , A anvil with various coins stacked on it<br />
<br />
[[Durm (5e Deity)]], CG, God of Magic and Curiosity (Knowledge), An empty scroll<br />
<br />
[[Findinisus (5e Deity)]], LG, God of Battle and Revelry (War), A greatsword with a flame etched down its blade<br />
<br />
[[Remulo (5e Deity)]], NG, God of Alchemy and Comfort (Life, Knowledge), A stoppered flask filled with blue liquid<br />
<br />
[[Lonacti (5e Deity)]], CN, God of Rebellion and the Sea (Tempest, War), A large rolling wave<br />
<br />
[[Mornadest (5e Deity)]], NE, God of Lies and Night (Trickery), A crescent moon with a silver dagger in the shaded section<br />
<br />
[[Ska-Marag (5e Deity)]], LE, God of Invasion and Rot (Nature, War), A dried, multicolored mushroom<br />
<br />
[[Midel (5e Deity)]], LG, Goddess of Architecture and Sanctuary (Life, Light), A silver shield with many scars and dents<br />
<br />
[[Qepltep (5e Deity)]], CG, Goddess of Mischief and Fire (Trickery), A pair of flaming hands clasped in prayer<br />
<br />
[[Tangarita (5e Deity)]], LN, Goddess of Mountains and Strength (Nature, War), A large mountain<br />
<br />
[[Lollad (5e Deity)]], NG, Goddess of the Sky and Freedom (Tempest), A hawk in flight<br />
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[[Arista (5e Deity)]], CG, Goddess of Drink and Passion (Life), A heart within another heart<br />
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[[Malolo (5e Deity)]], NE, Goddess of Poison and Disease (Death), A large wooden mask with fangs and bleeding eyes<br />
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[[Eliar (5e Deity)]], CN, Goddess of Fate and Luck (Trickery), A golden pentacle<br />
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[[Candeta (5e Deity)]], NG, Goddess of Maternity and Mercy (Light, Life), The female sign inside of a circle<br />
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'''The Creation of Mortals'''<br />
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No one is sure how the mortal were created or which gods created what. All of this was lost during the Darkest Night War. However, as the gods have come to be worshipped again certain deities have become the patrons of certain mortal races. <br />
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''' The Darkest Night War'''<br />
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Kilthertis did not immediately reveal herself to Desmaduke after her birth. She created her children and hid in the darkest parts of Nightmare waiting for Desmaduke to drop his guard, and eventually he did. When Desmaduke created the Stem Gods he was so enamored with the new life he created that Kilthertis rose from the shadows to kill him and create a world of darkness. The gods fought with their children beside them for a millennia with Desmaduke eventually triumphing over the dark gods. Sticking to their true nature, Kilthertis' children abandoned her when she had lost and escaped Desmaduke's wrath. As for Kilthertis, him and each one of his 4 children created a candle from a great oak tree and locks of each of their hair as the wicks. The surrounded Kilthertis with the 5 candles in a circle and sealed her into the realm of Hextus. During this time it was an everlasting night on the material plane and some creatures became tainted by the darkest night giving birth to the Drow and other such races. The Stem Gods tried desperately to assist the mortal races but they also had fights to win for Mornadest and Malolo had turned on them. The gods managed to help mortality survive the darkest night but at a terrible cost for they were so concerned with mortality that Mornadest, Malolo and Kilthertis' children all escaped their judgment.<br />
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'''The Demi-Gods'''<br />
A Demi-God is any being that is half deity and half mortal. Some demi-gods gain very little ability from their ancestry and some go on to become mighty champions. However their are four demi-gods that are more important than all the others known as the Sealing Siblings. After Desmaduke sealed Kilthertis away, he knew that as cunning as she is she would eventually find a way to free herself, so he planned a way for mortality to re-enact his spell should she ever return. Desmaduke in his children each took turns going to Nimda and finding a suitable mate to create a demi-god with and in each of these demi-gods is the fire needed to re-ignite the candles and seal Kilthertis away again. They are as follows:<br />
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Quara= Demi-god of woodland creatures and plants. Daughter of Hamity.<br />
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Siludia= Demi-god of dreams and speech. Daughter of Baestril.<br />
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Ridusid= Demi-god of archery and swordplay. Son of Regonos.<br />
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Balorin= Demi-god of optimism and patience. Son of Darstar.<br />
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To keep these demi-gods a secret from Kilthertis, Desmaduke transformed them into items of their parents choosing. Quara became a leather bracer with a bright green emerald in the palm, Siludia became a simple bronze circlet to match her mother's, Ridusid became a powerful longbow and Balorin became a mighty warhammer with a sun on both sides. These items were called respectively, Nature's Touch, The Sight, Starpiercer and The Last Dawn, and then they vanished so that Kilthertis could never find them.<br />
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'''The Prophecy'''<br />
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There is prophecy which was found in one of Desmaduke's oldest temples which read as such:<br />
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When the earth cries out and rivers dry<br />
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The Mother shall return<br />
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And through this great uncertainty<br />
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All who oppose shall burn<br />
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But in the darkness hides a light<br />
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The four who chose to stay<br />
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And these four spread throughout the land<br />
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Can chase the dark away<br />
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[[Category:User]]<br />
[[Category:Pantheon]]<br />
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{{5e Deities Breadcrumb}}</div>Cotsu Malcior