Slyvarian (5e Race)
From D&D Wiki
|From Guild Wars 2|
Slyvarians are on average about the same size as humans, with a humanoid shape. Their skin changes color depending on their mood or environment but most often comes in darker shades of red, purple, blue, white, black and grey as default. Slyvarian eyes often glow a faint purple, gold, white or blue. Their bodies are covered with pieces of something like a metallic shell that helps protect them in battle. Protruding from the back of their heads are 8-10 tentacles that are used to help them identify their surroundings or aid them with swimming. These often can pass as hair when not in use on land.
Slyvarians live in the city of Asilonia an ancient underwater realm located in the grand chasm which borders the Underdark. It is city of great arcane knowledge and psionic powers. Slyvarians are a odd race compared to those of the surface world, they worship their patron queen Tamion, the ruler of the throne of Verask, as a god and follow her orders to a fault. Slyvarians had allied themselves with the merfolk for many centuries and the two races traded freely with each other. This was until a great corruption spread from the Underdark into their realm.
During this time, many of the slyvarians and merfolk banded together to stop the spread of the corruption. Its source was allegedly from the illithds. Several groups of slyvarians had become corrupted by madness trying to ward of the evil energies. Due to this, Queen Tamion separated the city into four districts in which only certain slyvarians were allowed to dwell. These divisions resulted in a bottleneck effect and developed the subraces of the slyvarians.
Slyvarians are bound yet by rules which have existed to protect them from the times of corruption. They live, split into the four groups the queen had left them. The northern district was known as Arcanos, where the magic scholars and arcane researchers lived. The Karasism was the southern district and where the royal palace and nobles lived. Dusktorin, also known as the dark or cursed district, lies in the east. It borders the reaches of the Underdark, where the corruption had been staunched eons ago. The slyvarian here are known as "The Changed Ones." They have been touched by the malignant corruption which drives them to acts of madness like cannibalism. To the west lies the district of Psiosani, otherwise known simply as the "District of Thought." This is were the slyvarians of great psionic power are sequestered.
Slyvarian names are often simple or very complex depending where they come from. Karasism are more likely to have complex names, for example, compared to dusktorin. In some cases they will adopt nicknames to make it easier to communicate with members of other races.
Male: Drukt, Sard, Sult, Tahmal
Female: Aurangaul, Ralayn, S'venchen, Shuluth
Slyvarians are known as the deep dwellers or the forgotten ones, creatures who live in between the darkest ocean depths and the Underdark.
Ability Score Increase. Your Constitution score increases by 2.
Age. Slyvarians reach adulthood around 20 years old and can live up to 3000 years of age.
Alignment. Slyvarians are very alien to those of the surface world. They worship their queen with out question and will do whatever it takes to protect their homeland. They tend to be lawful.
Size. Slyvarian share the human size range. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 40 feet.
Superior Darkvision. Accustomed to environments mostly dimly illuminated by deep sea creatures and plants, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Camouflage. Your skin can change color tones to blend in. You can Hide when only lightly obscured by falling rain, snow, leaves or other natural phenomena.
Amphibious. You can breathe in both air and water.
Sunlight Sensitivity. Coming from the Underdark has its drawbacks. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Languages. You can speak, read, and write in Common and Aquan.
Subrace. Slyvarians have four subraces depending on which city district they come from. Choose either the arcanos, karasism, psiosani, or dusktorin subraces.
Located up north, these unassuming beings are largely occupied with learning magic and are open to any who can share their experiences. They are easily distinguished due to the magic runes that they usually have on their skin.
Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Arcane Knowledge. You are well versed in the lores of magic. You are proficient in the Arcana skill.
Magical Translator. The arcanos are one of the more sociable slyvarians. You know and can cast the comprehend languages spell once, without material components. You must finish a long rest to use this trait again.
These upper-crust slyvarian thrive in the warmest, most comfortable waters. They have the longest tentacle hair of their race, often reaching to the floor. They are also known for entrancing eyes and special skin patterns that can flash to hypnotize people.
Ability Score Increase. Your Charisma score increases by 1.
Noble Speaker. You are well versed with addresses with your noble birth. You are proficient with the Persuasion skill.
Allure. You can target one humanoid or beast that you can see within 30 feet of you. If the target can see the you, it must succeed a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or become charmed by you. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 2 hours or until you die, are on a different plane of existence from the target, or end the effect as a bonus action. If a target 's saving throw is successful, the target is immune to this trait for the next 24 hours and now knows that you tried to charm it. Once you use this ability it cannot be used again until you have finished a long rest.
Touched by corruption, you are fighting everyday to keep your allegiance to the queen. Dusktorin are distinguished by blotches of dark and magenta corruption snaking around their bodies and large blades protruding from their arms.
Ability Score Increase. Your Strength or Dexterity score increases by 1.
Fearless Insanity. A bit like the derro, your madness drives you above normal fear. You have advantage in saving throws against being frightened.
Arm Blades. The corruption that you have lived around for so long has mutated your body slightly. You have large blades protruding from your arms that can be used to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.
The psionic slyvarians live a modest and isolated lifestyle to hone their mental powers. They commonly have enlarged craniums.
Ability Score Increase. Your Intelligence score increases by 1.
Strong Mind. You are resistant to psychic damage.
Psionic Screech. As an action, you can release a wave of mental psychic waves in the form of a 15-cone in a direction of your choice. The creatures within the cone receive the waves and hear it in their minds as a brain-rasping screech. All creatures in the cone must make a Wisdom saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus). On a failed save, they take 2d6 psychic damage and have disadvantage on their next action. On success, they take half the damage and do not suffer disadvantage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your psionic screech, you can't use it again until you complete a long rest.
Random Height and Weight
|5′ 0″||+2d8||100 lb.||× (1d12) lb.|
*Height = base height + height modifier
When creating a slyvarian character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.
|1||The dreams you have plague you from a dark source and so you are a poor sleeper.|
|2||You are rebellious, even against the queen.|
|3||You often take the most difficult tasks for yourself.|
|4||I have little words, but many actions.|
|5||For the longest time, I have been told I am a contrarian. On the contrary...|
|6||You'll usually find me reciting my head off about boring subjects.|
|7||There is little to stop me from pursuing an obsession I set my sights on.|
|8||I always think three times before I leap.|
|1||I just want to please the queen.|
|2||The surface dwellers have had it good for too long. We, superior beings, should rule everywhere.|
|3||All I need is to know this one particular thing.|
|4||There is more to the great sea than this darkness.|
|5||My brethren suffer from the corruption the illithids supposedly bought. I want to bring them succor.|
|6||I want to have many friends.|
|1||My district represents who I am.|
|2||We are all one people, corrupted or not.|
|3||Under the queen, we are whole, and so she must be protected.|
|4||Outsiders are never to be trusted.|
|5||Anyone outside my circle is beneath me.|
|6||I wonder often about those who live above.|
|1||I focus too much on one thing at a time.|
|2||People don't like me because I'm too snooty.|
|3||I find myself often in problems caused by my furtive behavior.|
|4||I don't tell people what I'm usually about to do and leave even allies in the dark.|
|5||I am too obedient to the queen.|
|6||I drone on endlessly.|