Zírán (5e Race)
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Zírán[edit]
Physical Description[edit]
Visually similar to chwinga, only larger. Their appearances vary from season to season, but each one bears a distinctive mask that they never remove and are very thin. in winter their skin ranges from pale lavender to navy blue. They clothe themselves in straw and dry grass that resembles a tiny hut with a small unruly tuft of straw atop it, and during winter the design on its mask becomes red. During spring, they turn green and sport flowing wreaths of black hair. in spring they wear little more than a few clinging leaves and their brown marked masks. In summer, their hair and bodies become golden sand, their masks turn blue, and they wear nothing at all. When autumn comes, they have dark green masks and clothe themselves in leaves. their skin is brown with purple hands and feet. In places with no seasons or altered ones, they turn black and their surfaces resemble the night sky.Like most elementals, Zírán do not eat, drink, or breathe, but unusually they do sleep. Dead Zírán become petals, pollen, a puddle, or pebbles. Groups of Zírán have been been observed forming symbiotic relationships with long-living creatures, such as dragon tortoises. They form spontaneously when cosmic energy is released, and are only divided into male and female by appearance.
History[edit]
According to legend, when the universe was created, it was a terrible place. Leftover cosmic energy swirling in the elemental planes made them ten times more volatile and unstable. Some leftover energy was used to create the material plane, but there was still to much energy. So, the gods decided to use the remaining energy to create the Zírán. Though initially supposed to be bound to the elemental planes, certain Zírán elders wanted to escape. They gathered their brethren together and performed one of the single most important rituals in history. this ritual did 2 things: it made the Zírán change with the seasons, and secondly, it gave earth seasons. This drew trace amounts of elemental energy into the material plane, making the dimensional lock trapping them on the elemental planes unable to stop them from traveling, and they are now one of the most widespread races.
Society[edit]
Zírán live in tiny encampments in areas untouched by civilization. They use magic and natural defenses to draw away humans. They have no real social structure. they were created to bring order to the elemental planes, but are as chaotic as the chaos they were created from. Typically the encampment has a healer or two, a druid, some 10-20 hunters, and a chieftain. As they spontaneously form when exces cosmic energy is released, they periodically perform rituals that unbind energy from the fabric of reality to replenish their numbers. Zírán live in fear that more powerful races might discover their encampments, so their society is limited by how large they can make it without being seen. They don't pray to the normal gods for fear of being seen by them, instead following smaller deities.
<Race Name> Names[edit]
Zírán take names inspired by natural phenomena. Phenomena that humans fear are used as male names, and female names show gentler phenomena.
Male: Red Thunder, Steel Zephyr, Running Quake, Old Blizzard
Female: Blue Cloud, Glass Breeze, Shining Tide, Ancient Sunshine
Zírán Traits[edit]
Nature spirits that change with the seasons.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Zírán live for hundreds of years until their energy is exhausted.
Alignment. Typically chaotic neutral, as they are made of caos energy.
Size. With a height range of 2-3 feet, you are small.
Speed. Your base walking speed is 30 feet.
Camouflage. You make hiding related checks with advantage, can hide even when only lightly obscured by nature, and can hide as a bonus action.
Evasion. When a Zírán is subjected to an effect that allows it to take only half damage on a successful dexterity save, you instead take half damage if you fail, and NO damage if you succeed.
Unusual Nature. You dont require food, air, or drink. When you die, you dissipate into cosmic energy and pebbles, flower petals, pollen, or water.
Natural Shelter. You may magically take shelter in a medium sized plant, stone, or pool of water as an action. Until destroyed, the shelter protects you from harmful effects like extreme heat or cold.
Climber. You have a climbing speed equal to your walking speed.
Languages. You can speak, read, and write Common and one other language of your choice.
Summer Zírán[edit]
Ability Score Increase. your Strength increases by one.
Innate spellcasting. At will; Druidcraft, Guidance, Produce flame.
Gift of summer (once per day). Target willing creature you touch gains "this creatures attacks deal an extra 1d6 + plus your proficiency bonus fire damage.
Winter Zírán[edit]
Ability Score Increase. your Wisdom increases by one.
Innate spellcasting. At will; Druidcraft, Guidance, Ray of frost.
Gift of winter (once per day). Target willing creature you touch gains "this creatures attacks deal an extra 1d6 + plus your proficiency bonus cold damage.
Spring Zírán[edit]
Ability Score Increase. your Dexterity score increases by one.
Innate spellcasting. At will; Druidcraft, Guidance, resistance.
Gift of spring (once per day). Target willing creature you touch gains "this creatures attacks deal an extra 1d6 + plus your proficiency bonus piercing damage (from tiny thorns on their weapon..
Fall Zírán[edit]
Ability Score Increase. your Charisma
Innate spellcasting. At will; Druidcraft, Guidance, mending.
Gift of fall (once per day). Target willing creature you touch gains "Whenever this creature deals damage, they gain 1d6 + your proficiency bonus hit points."
Nil Zírán[edit]
Ability Score Increase. your Constitution increases by one.
Innate spellcasting. At will; Druidcraft, Guidance. Once per day, magic missile.
Gift of Nil (once per day). Target willing creature you touch gains "this creatures attacks deal an extra 1d6 + plus your proficiency bonus force damage.====
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