Hanson Clan Static (5e Race)
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Hanson Clan Static
"Seven generations of Hansons have used this art since the Great Boon was granted. To earn the Right to defend this spot, I had to defeat Two Hundred and Thirty-Eight fighters in a Single day, accepting any challengers who arrived. If you seek an early grave, step forward and try to cross this threshold again while me or my Clansmen stand guard."
-Unnamed Clansmen guarding the Hanson Estate. recorded in Johansen's guide to the imbued Martial Arts.
The Great Boon of an early union grants this clan the ability to generate and store lightning.
Clan Hanson guards it's heritage and bloodlines closely, in hopes to preserve the Great Boon. Therefore, Hansons have a very distinctive family appearance. Men are built heavy, while women are quite light, nearly Elfin. Both genders are very tall, with eyes like a stormcloud with lightning within. Their hair grows soft, and strong, with tendencies to grey as early as puberty. The studies of sword and tome often lead to good, strong Musculature in the family.
Clan Hanson is a human family that has owned a large property in northwestern Silverlands. Centuries back, the Fifth Clan leader, Ezeriah, was collecting taxes from clan owned lands, when a poorer family begged him to accept goods in place of coin. Seeing the truth in her misfortune, he accepted a partial payment of goods. The next time he came to the village, on his way to war, the same family, now recovered from their poverty, repaid him for his kindness with a double payment of coin and a stone - a beautifully cut piece of Morion formed into a oblong shape nearly four feet. Taking it for good luck, he added it to the clan's War cart. During the campaign, no weapon taken from that War cart was damaged or lost, and no wielder was ever slain. Ezeriah himself claimed that a shield he took from the cart moved itself into place to stop a killing blow.
After a decisive battle, the Hanson Clan returned to their own lands after three years of battle in far lands. As Ezeriah returned home, he travelled alone to the home of the family who had gifted him the "Hanson Boulder." The family, much wealthier now, welcomed him in as the lord and war hero he was. They revealed themselves to be a distant relation to fey, who lived among the humans after being outcast from the true feyrealm. The year they offered goods, they had just escaped a wild band of Redcaps, and were promised death if they could not establish themselves. if he had demanded coin that they could not deliver, then they would have been ripped and ravaged by the berserker fey.
However, because they were accepted by the lord as his subjects, they were safe, and claimed the very essence of the Redcaps, trapping and crystallizing it into the Stone they gifted him. It was their love for battle that preserved his men and powered the arms in the cart. Ezeriah offered a place in Clan Hanson, and would later take their eldest daughter, Ekaterina, as his wife, fully merging the family into his clan. The newest members of Clan Hanson taught their new family the arts of affinity, to naturally summon and wield energy. Ezeriah and Ekaterina's son and daughter, Maben and Seline, would perfect the arts, named the Great Boon, and under their leadership, they slowly became one with their learned arts. Lightning generation is now literally in their blood, giving then the nickname "Statics."
Clan Hanson has never forgotten that it's treasured Great Boon has come from the people they protected, and are fully devoted to Noblesse Oblige. They are raised from childhood to be prepared to protect and oversee their subjects. The honors they are given come from the people they defend, and they would be nothing without them. In honor of their power's origin, all subjects may pay taxes and tithes with coin or with resources of equal value. Save for the most private of ceremonies, the ceremonies and celebrations of the Clan are open to any of their subjects. At the age of 12, children enter the personal colleges of the Hanson Clan. The College of the Pulse are prized warriors, who begin learning how to wield their lightning in bursts, adding power to their strikes. The College of the Arc uses their Lightning in more subtle ways, using it to light fires or dazzle others. It is rumored that the Clans' Heirs are taught by their precursors, to even greater effect...
Clan Hanson Names
Apart from the surname(always Hanson - families always marry into the clan, despite sex), Hanson's have no special naming traditions apart from those natural to all humans.
Male: Jezad, Marc, Leon
Female: Sarah, Sumala, Emira
Clan Hanson Static Traits
Clan Hanson may still be (Mostly) human, the Great Boon has given them the power to generate and wield lightning.
Ability Score Increase. Your Constitution score increases by 2.
Age. due to the traces of fey blood, Clan Hanson's lifespans are much longer than the average human, but still mature and age at a similar rate. the oldest clanswoman, Edna Hanson, was 273 when she fell in battle, but many become decrepit around 120.
Alignment. Clan Hanson enforces strict moral guidelines, practically from birth. They are taught to defend their subjects, companions, and family with their own lives.
Size. Hanson Clansmen often grow to over 6 feet tall, and even the most scholarly of them maintain rigorous physical training, and are very well built. Clanswomen rarely grow to such heights and widths, assumedly because the female line has a stronger connection to their fey ancestors; while still well built, most Clanswomen are light and willowy. Your size is Medium.
Speed. Your base walking speed is 30 feet.
The Great Boon. In the distant past, your clan used to ingest potions imbued with fey magic in order to harness lighting at will. with time, This "Great Boon" became one with your clan's systems, possibly due to ingestion by pregnant clanswomen. you are immune to Lightning damage, and lightning builds up in your system. each short or long rest, you gain a number of charges equal to your Constitution Modifier. These charges are used for your subrace's abilities.
At level 5, you gain a charge whenever you take lightning damage.
At level 10, you become immune to lightning damage. you still receive a charge if struck by any attack dealing lightning damage.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. since the age of 12, you have trained in a college of your choice to hone your Boon. Choose between The College of the Pulse, The College of The Arc, or The College of The Leader(which is available only with express DM permission).
The College of the Pulse
You always enjoyed using your Boon in intense, short bursts capable of running through you - right into a target. As a result, you joined the College of the Pulse; warriors who enhance their blows by electrifying their fists, or even their weapons, to devastating effect.
Conductor. Your Boon flows into your blows, adding damage to your fists. your unarmed strikes deal lightning damage equal to 1d4 + your Constitution modifier. by spending a charge gained through your Great Boon trait, the 1d4 becomes 1d8. This attack is not magical, and does not count as such for overcoming resistances, immunities or nullifications.
Clan Hanson Martial Training. Choose a single weapon of your choice. You've been training with this type of weapon for so long, that you've developed a fighting style that lets your Boon flow through it. While wielding a weapon of your chosen type, you may spend a charge from your Great Boon trait to deal lightning damage instead of the normal damage type for that weapon. you may also spend additional charges to add one weapon die of damage per charge beyond the first. you may only spend a number of charges equal to half your level(Minimum of 1) or less. This trait is not magical, and does not count as such for overcoming resistances, immunities or nullifications.
The College of The Arc
you've always loved finding new ways to use your Boon. Since joining the College of the Arc, you've never stopped learning new tricks. The College of The Arc often produces scholars and mages, in hopes of further evolving their Boon to even greater effect.
Lightning Coil. Your Boon travels out of your body, through the air, and back into you or some other conductor. With practice, you can shape the arcing lightning into forms beyond expectations. By spending 2 charges from your Great Boon trait, you can use your Boon to recreate an effect similar to the Dancing Lights cantrip. Should these lights come into contact with anything, the Clan Member can have all of them jump to that target as a bonus action, dealing 1d4 points of Lightning Damage. You may also spend additional charges to add an additional 1d4 of damage per charge beyond the second. you may only put an number of additional points equal to half your level(minimum of zero) or less. This trait is not magical, and does not count as such for overcoming resistances, immunities or nullifications.
Harness Lightning. you've found a number of utilitarian uses for your boon. For each charge from your Great Boon trait, you can create one of the following effects as a bonus action:
-light a small fire(a torch's head, up to 1 cubic foot of flammable material) or burn a small, flammable object(Parchment, garment,etc.)
-Find Magnetic North or learn the location of a single large electrical sources(such as spells, organic creatures, or objects/constructs powered by electricity) of the DM's Choice.
-Create a harmless burst of electricity, surrounding yourself in arcing LIghtning, shedding dim light for 10 feet around you. this effect lasts until you dispel it at will.
-Send little bolts of lightning out from your body in every direction, grounding themselves in everything around you, granting truesight around you in a 10 foot radius.
-Cease any electrical activity in a 1 foot cube anywhere within 10 feet of you.
Other effects could be produced at the DM's approval. you may only spend an number of charges equal to your level or less. This trait is not magical, and does not count as such for overcoming resistances, immunities or nullifications.
Static Field. You spend 3 charges from your Great Boon trait to create an electrical field in a 5 foot radius around you. this field is strong enough to be felt, but not be seen or cause damage. this field lasts for 8 hours, or until dispelled by you at will. when someone or something breaches this field, you become instantly aware of it. as a reaction, you send all the power maintaining this field into the any creature in this field, ending the field. The target must make a Constitution save(DC 8 + your Constitution Modifier + your Proficiency bonus) or be Paralyzed for 1 minute. This trait is not magical, and does not count as such for overcoming resistances, immunities or nullifications.
The College of The Leader
Please note: this Subrace is not meant for players. do not choose this race without Express DM's Permission. You are the next head of Clan Hanson. you have been trained to lead your clan and it's people to a brighter future in times of both peace and war. you are also a direct descendant of the fey ancestors who first created The Great Boon, and are capable or even greater feats of lightning manipulation.
Trained Leader. You have proficiency in all charisma based skills.
Greater Boon Affinity. You gain twice as many charges from resting or taking lightning damage than normal from your Great Boon Trait. in addition, damage from using racial traits counts as magical for the purpose of overcoming resistances and immunities, but not for nullification. the blood of your fey kin is clearerin you.
Lightning field. By spending three charges from your Great Boon trait, lightning bolts spring forth from you in a 10 foot radius. Each round, all creatures or objects of the Hanson's choice within this field or entering it must make a Dexterity check or be struck by lightning(DC 8 + your Constitution Modifier + your Proficiency bonus) or take Lightning damage equal to 1d8 +your Constitution modifier and be Paralyzed for 1 minute. this field lasts for 10 minutes, or until dispelled at will.
Greater Conduction. Your blows are imbued with the lightning flowing within you. all of your melee attacks deal damage equal to 1d6 + your Constitution modifier in addition to any normal damage it would have dealt. by spending charges from your Great Boon, your unarmed strikes increase their lightning damage by 1d4 ber charge and all weapon attacks increase their damage dice by one per charge. In addition, it's damage type is both Lightning and whatever it's normal damage type is. You may only spend a number of charges equal to your level.
Mastery of Lightning. Your control of The Great Boon allows you to manipulate electricity in a multitude of fashions. For each charge from your Great Boon trait, you can create two of the following effects as a bonus action:
-light a large or smaller fire(up to 5 cubic feet of flammable material) or burn any flammable object.
-Find Magnetic North or learn the location of three large electrical sources(such as spells, organic creatures, or objects/constructs powered by electricity) of the DM's Choice.
-Create a harmless burst of electricity, surrounding yourself in arcing LIghtning, shedding bright light for 10 feet around you. this effect lasts until you dispel it at will.
-Send little bolts of lightning out from your body in every direction, grounding themselves in everything around you, granting truesight around you in a 15 foot radius and outlining creatures and objects in a light similar to St. Elmo's Fire, making it visible to others.
-Cease any electrical activity anywhere within 10 feet of you.
Storm's Retaliation. Whenever you are struck, you may spend a charge from your Great Boon trait to strike your attacker automatically as a reaction with lightning for 1d4 + your Constitution modifier in Lightning Damage.