Esvalan (5e Race)

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Esvalan[edit]

"I spare you not because I am weak. I spare you to honor my bloodline." -Arenat II, Esvalan Monk

Physical Description[edit]

Esvalans are a very hardy race, since they live in a desert to the far south. Esvalans are characterized by their long, golden hair and their dark, brown eyes. They have a large amount of muscle mass due to the fact they are such a labor-intensive race.

History[edit]

The Esvalan population was once at anywhere from around 100,000 to 10,000,000. This changed after an event known as "The Great Collapse" nearly wiped out most of the population, leaving around 1 - 3 thousand still living.

Society[edit]

The Esvalans have a very extensive culture, including their own religion. The Esvalans are a very compassionate and honest race. They embark on a "Great Pilgrimage" where an Esvalan goes on a grand journey to the north mainland. This is how the people of Esval still exist today.

Royalty[edit]

The Esvalan Royalty behave differently from the rest. One Royal Esvalan is born at random every 1000 years. This date is known as "The Grand Arrival". After this date the old king withers quickly and passes within the week. The new king is a pseudo-immortal creature, being immune to all poison, disease, physical damage, old age, and others. The only way to kill an Esvalan Royal is to deal psychic damage. This pseudo-immortality is inactive when an Esvalan king is without a kingdom to rule.

Religion[edit]

The Esvalan religion is one with 5 gods. Each god is specific to the area they represent. - Solaris the Sun God - Aquatis the Water God - Terracus the Earth God - Celestist the Moon Goddess - Sapius the God of Man

"The Great Collapse"[edit]

The Great Collapse caused a large number of the Esvalans to disappear. No one knows exactly what caused The Great Collapse to occur. Some theorists speculate the cause of the phenomena to be an artificial black hole, while others think it was caused by a ritual gone awry. The main pieces of evidence are the capital and surrounding areas of Esval showing signs of a "sinkhole", and the fact it happened in a single night. Still, The Great Collapse is a great mystery in itself.

Esvalan Martial Arts[edit]

The Esvalans have developed their own form of martial arts, prioritizing control over an opponent's body while keeping light. Though, one should not mistake this light-footedness for weakness, for they rely on strong punches and kicks to deal serious damage. Despite this, a true Esvalan monk will never kill an opponent, no matter the circumstance.

Esvalan Names[edit]

An Esvalan receives a child name in their early life, then receives an adult name upon reaching maturity.

Child: Sute, Amun, Mere, Aret, Sire, Iben

Male: Herpre, Imerer, Nebaka, Munhu, Nemuny

Female: Sisena, Tatamer, Irerun, Nesotu, Senate

Esvalan Traits[edit]

Esvalans are a strong and hardy race since they live in a desert.
Ability Score Increase. Your Constitution score increases by 2
Age. Esvalans age relatively quickly, but live for long periods of time. An Esvalan reaches maturity at 15 years old, and can live to be around 130 years.
Alignment. Esvalans are typically compassionate and honest, sticking to what is right and true. An Esvalan is typically Good aligned.
Size. Esvalans are a sturdy race, standing from around 5'10" to well over 6 and even 7 feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
Hardy Stature. You have advantage on all checks made to fight exhaustion.
Naturally Strong. You have proficiency in the Athletics skill.
Generosity. You're nice to people, and they see that. Your reputation in a town or city increases twice as fast. Also if your DnD group uses the variant rule: Loyalty Score found in the DMG, then your starting loyalty score of an NPC = half your charisma score + your charisma modifier.
Languages. You can speak, read, and write Common and Esvalan. The Esvalan language is one of straight lines carved into stone, clay, ect. It is one that is very unique and only known by the Esvalans. The number system is different than ours, using base 9 instead of base 10 (Decimal). so instead of counting how many 1's, 10's, 100's, 1000's ect. it counts 1's, 9's, 81's, 729's ect. (i.e. 461 in base 10 (normal), would be 562 in base 9, (5) 81's, (6) 9's, and (2) 1's. you can multiply the numbers by what they mean (5 x 81) and get 461.) (Language Here: https://docs.google.com/document/d/13SamTPDOt_loGNK0LF9d8602Pd5_wm1RnvqxsatPz3M/edit?usp=sharing)

Commoner Subrace[edit]

Ability Score Increase. Your Strength score increases by 1.
Description. The average Esvalan, you're probably either on a pilgrimage, or you're a descendant of someone who never returned to Esval. You gain the following traits
Powerful Build. You are considered one size large when determining the amount of weight you can push, drag, or lift.
City Construction. You have proficiency in one set of artisan's tools of your choice.
Strength In Numbers. If there are at least 2 allies within 20 feet of you, you gain a +1 to all saving throws against being charmed or frightened for every 2 allies. (Max +3)

Royalty Subrace[edit]

Ability Score Increase. Your Charisma score increases by 1.
Warning. Born of royal blood every 1000 years, the Esvalan Royalty are almost godlike in nature. With their pseudo-immortality being their strongest trait, you'd probabl- No. You'd definitely need to talk to you DM to be one of these, trust. - Westley Sherwood, Esvalan Creator
Pseudo-Immortality. As long as you are the ruling leader of at least a small country, (at least 50,000 people), you gain the following benefits. You are immune to all poison, disease, physical damage, old age, and you don't need to eat or drink. No matter how long you rule over a country, after the new Esvalan king is born, you die within a week permanently.
Royal Tongue. You gain proficiency in the Persuasion skill.
Royal Blood. Since you are the born king of Esval, you have magic in your veins. At 1st level you can cast the Mending cantrip. At 3rd level you can cast the Charm Person spell once. At 5th level you can cast the Mirror Image spell once. You regain all uses of your spells after finishing a long rest. Charisma is your spellcasting ability with these spells.

Feat: Esvalan Martial Arts[edit]

Prerequisite. Esvalan.
Takedown. After using your action to grappling a creature you can make a trip attack as a bonus action. You have advantage on these tripping attacks (You make a Str(Athletics) or a Dex(Acrobatics) check, and the target makes a Str(Athletics) or a Dex(Acrobatics) check. On a failure, the target is knocked prone).
Heavy Striker. If you are wielding a weapon or a shield, your unarmed strikes do 1D4 + your strength modifier bludgeoning damage. If you are not holding a weapon or using a shield, the damage increases to 1D6 + your strength modifier bludgeoning damage.
Light Footed. If you are not wearing heavy armor this trait is active. If you are wielding a weapon or a shield, your walking speed increases by 5 feet. If you are not wielding a weapon or a shield, your walking speed increases by 10 feet.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 9'' +2D10 Inches 180 lb. × (2D6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


5.00
(one vote)

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