Ali'di (5e Race)
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Ali'di
The Ali'di came to the western continent of Sulvai from the dwarvern capital thousands of years ago, after being banished for their passive nature. Their bodies still resemble the hairy race of the eastern mountains greatly, but differ in the fact the Ali'di have slightly more slender builds and are taller on average than their dwarvern cousins. Due to their life in the swamps, they have gained the ability to walk more gently, gaining abilities in stealth and in adventuring. The Ali'di travel more than dwarves due to these developments, selling their wares across the globe. They are much more likely to become travellers and explorers, tending to stray from paths...
Physical Description
Much like dwarves but with features much better suited for marshy terrain, these creatures are taller and slightly lighter than their mountainous counterparts.
History
The Ali'di, or Banished ones, are dwarves that were banished from their homelands. After leaving the eastern continent, they stumbled upon marshes that seemed to be brimming with Arcane Energy. These lands became their homelands, and after a few centuries they struck crystals that pulsated with Aetherial energy.
Society
Their societies are based around their pulsating energy crystals, dubbed Ali'di crystals by the rest of the world, Which provide them with energy and a magical source. They embrace their Dwarvern history but enhance it with an elven twist due to sharing a continent with the elves.
Ali'di Names
The Ali'di take names of either elven or dwarvern heritage, embracing both their own heritage and of their elven neighbours
Male: Dalwynn Ralith
Female: Larin Holwith
Ali'di Traits
Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.
Age. The Ali'di live up to 300 years, but are considered young up until 40
Alignment. The Ali'di are very Neutral beings, but of course some may stray from the norm.
Size. The Ali'di come in all shapes and sizes, but typically are medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to a heritage of life underground and now to the mists of the marsh, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarvern resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Craftsman's hands. You have Proficiency in two Tools of your choice.
Arcane advancement. Whenever you make an arcana check on a type of crystalline structure, you are considered proficient in Arcana and add double your proficiency bonus to the check.
Swampy acclimation. You ignore Difficult terrain when around water or swamps.
Slender feet. Your light slender feet give you proficiency in stealth.
Natural knowledge. Your time in the swamps has given you knowledge of the natural world, You are proficient in Nature.
Crystalline Knowhow. Your natural affinity towards anything crystalline grants you advantage in all skill checks
Languages. You can speak, read, and write Common, Dwarvish and one other language of your choice.
Random Height and Weight
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 5'' | +1d12 | 110 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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