Plane-touched: Difference between revisions
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The plane-touched are those races whose parents were "normal" members of their race, but who were influenced before birth by powers outside the norm. Some of these have more particular names. | The plane-touched are those races whose parents were "normal" members of their race, but who were influenced before birth by powers outside the norm. Some of these have more particular names. | ||
==Astral-touched== | ==Astral-touched (AKA God-born)== | ||
[[Humans]] + influence from the astral plane, especially demigods and ascended heroes. Rarely from fiends, and only then when on divine errand. | [[Humans]] + influence from the astral plane, especially demigods and ascended heroes. Rarely from fiends, and only then when on divine errand. | ||
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'''Lucian Origin''': Choose what role your lucian heritage takes: | '''Lucian Origin''': Choose what role your lucian heritage takes: | ||
* ''Messenger'': Once per long rest you can unfurl wings of light as a bonus action. These give you a flying speed equal to your walking speed for 1 minute. | * ''Messenger'': Once per long rest you can unfurl wings of light as a bonus action. These give you a flying speed equal to your walking speed for 1 minute. Additionally, you have advantage on Charisma (Persuasion) checks while your wings are active. | ||
* ''Warrior'': Once per long rest you can charge your attacks with luminous aether as a bonus action. For one minute, your attacks (weapon or spell) deal an additional 1d6 radiant damage on hit. | * ''Warrior'': Once per long rest you can charge your attacks with luminous aether as a bonus action. For one minute, your attacks (weapon or spell) deal an additional 1d6 radiant damage on hit. Additionally, you have resistance to radiant damage. | ||
* ''Healer'': You gain the Lay on Hands paladin feature, except that the pool of healing is equal to 5 * your proficiency bonus. If you gain the Lay on Hands class feature from paladin levels, the two pools merge--your total is 5*(level + proficiency). | * ''Healer'': You gain the Lay on Hands paladin feature, except that the pool of healing is equal to 5 * your proficiency bonus. If you gain the Lay on Hands class feature from paladin levels, the two pools merge--your total is 5*(level + proficiency). | ||
==Tieflings, devil-kin== | ==Tieflings, devil-kin== | ||
[[Humans]] + fiendish influence. Most common in the former [[Council Lands]] as a legacy of the [[Cataclysm]] and in the [[Serpent Dominion]] due to the [[Devil's Rebellion]] that occurred there. | [[Humans]] + fiendish influence. Most common in the former [[Council Lands]] as a legacy of the [[Cataclysm]] and in the [[Serpent Dominion]] due to the [[Devil's Rebellion]] that occurred there. | ||
'''Ability Score Increase''': Your Charisma increases by 2. One other score of your choice increases by 1. | |||
'''Age.''' As humans, maybe +10 years or so. | |||
'''Size'''. As the human parent sub-race. | |||
'''Speed'''. Your base walking speed is 30'. | |||
'''Darkvision'''. You have darkvision out to 60'. | |||
'''Region of Origin''': Anywhere humans are found. Most common in the [[Jungle of Fangs]] and the [[Jinse Empire]]. | |||
'''Languages''': You know Common as well as Lucian (aka Infernal). | |||
'''Fiendish Origin''': Choose which form your lucian influence takes: | |||
* ''Destroyer'': Once per long rest you can charge your attacks with fire as a bonus action. For one minute, your attacks (weapon or spell) deal an additional 1d6 fire damage on hit. Additionally, you have resistance to fire damage. | |||
*''Winged Alter'': Once per long rest you can transform into a winged, devilish shape as a bonus action. These give you a flying speed equal to your walking speed for 1 minute. Additionally, you have advantage on Charisma (Intimidation) checks while the shape is active. | |||
*''Skulker:'' Once per short rest you can fade into the shadows, becoming invisible until the end of your next turn. Additionally, you gain proficiency in Dexterity (Stealth) checks. | |||
*''Seducer:'' You learn the ''disguise self'' spell and can cast it without using a spell slot. Once you do so, you cannot do so again until you finish a long rest. Additionally, creatures that try to investigate your disguise have disadvantage on the check. | |||
*''Scholar'': You gain one Intelligence-based proficiency of your choice and one language of your choice. | |||
==<Element>-born== | ==<Element>-born== | ||
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'''Elemental Nature''': Choose one of fire, water, air, or earth. That choice influences your Adaptation and Primal Power traits. Each one also grants a different ability score increase, increasing an ability score by 2. This cannot stack with your free choice. | '''Elemental Nature''': Choose one of fire, water, air, or earth. That choice influences your Adaptation and Primal Power traits. Each one also grants a different ability score increase, increasing an ability score by 2. This cannot stack with your free choice. | ||
* Fire: + | * Fire: +2 INT or STR | ||
* Water: + | * Water: +2 WIS or DEX | ||
* Air: + | * Air: +2 CHA or DEX | ||
* Earth: + | * Earth: +2 WIS or CON | ||
'''Adaptation''': Your elemental nature gives you resistance to a type of damage, as well as the ability to tolerate extremes. | '''Adaptation''': Your elemental nature gives you resistance to a type of damage, as well as the ability to tolerate extremes. |
Latest revision as of 01:09, 1 May 2024
The plane-touched are those races whose parents were "normal" members of their race, but who were influenced before birth by powers outside the norm. Some of these have more particular names.
Astral-touched (AKA God-born)
Humans + influence from the astral plane, especially demigods and ascended heroes. Rarely from fiends, and only then when on divine errand.
Ability Score Increase: Your Charisma increases by 2. One other score of your choice increases by 1.
Age. As humans, maybe +10 years or so. They do tend to look youthful until very close to their deaths, aging very gracefully.
Size. As the human parent sub-race.
Speed. Your base walking speed is 30'.
Touched by the Light: You gain the Ritual Caster feat, choosing your rituals from the cleric list.
Region of Origin: Anywhere humans are found. Most common in the former Council Lands areas, especially the Sea of Grass.
Languages: You know Common as well as Lucian (aka Infernal).
Lucian Origin: Choose what role your lucian heritage takes:
- Messenger: Once per long rest you can unfurl wings of light as a bonus action. These give you a flying speed equal to your walking speed for 1 minute. Additionally, you have advantage on Charisma (Persuasion) checks while your wings are active.
- Warrior: Once per long rest you can charge your attacks with luminous aether as a bonus action. For one minute, your attacks (weapon or spell) deal an additional 1d6 radiant damage on hit. Additionally, you have resistance to radiant damage.
- Healer: You gain the Lay on Hands paladin feature, except that the pool of healing is equal to 5 * your proficiency bonus. If you gain the Lay on Hands class feature from paladin levels, the two pools merge--your total is 5*(level + proficiency).
Tieflings, devil-kin
Humans + fiendish influence. Most common in the former Council Lands as a legacy of the Cataclysm and in the Serpent Dominion due to the Devil's Rebellion that occurred there.
Ability Score Increase: Your Charisma increases by 2. One other score of your choice increases by 1.
Age. As humans, maybe +10 years or so.
Size. As the human parent sub-race.
Speed. Your base walking speed is 30'.
Darkvision. You have darkvision out to 60'.
Region of Origin: Anywhere humans are found. Most common in the Jungle of Fangs and the Jinse Empire.
Languages: You know Common as well as Lucian (aka Infernal).
Fiendish Origin: Choose which form your lucian influence takes:
- Destroyer: Once per long rest you can charge your attacks with fire as a bonus action. For one minute, your attacks (weapon or spell) deal an additional 1d6 fire damage on hit. Additionally, you have resistance to fire damage.
- Winged Alter: Once per long rest you can transform into a winged, devilish shape as a bonus action. These give you a flying speed equal to your walking speed for 1 minute. Additionally, you have advantage on Charisma (Intimidation) checks while the shape is active.
- Skulker: Once per short rest you can fade into the shadows, becoming invisible until the end of your next turn. Additionally, you gain proficiency in Dexterity (Stealth) checks.
- Seducer: You learn the disguise self spell and can cast it without using a spell slot. Once you do so, you cannot do so again until you finish a long rest. Additionally, creatures that try to investigate your disguise have disadvantage on the check.
- Scholar: You gain one Intelligence-based proficiency of your choice and one language of your choice.
<Element>-born
Humans + elemental influence. Each of the four types is called a different name (with regional variation), such as "flame-born" or "sea-born", etc. Most common in Byssia (water and air) and in the Giant Spine Mountains (earth and fire). But found wherever humans are.
Age. As humans.
Size. As the human parent sub-race.
Speed. Your base walking speed is 30'.
Ability Score Increase: 1 of your choice. One set by your subtype.
Region of Origin: Anywhere humans are found. Most common in Byssia and the Giant Spine Mountains.
Languages: You know Common as well as one variant of the elemental tongue.
Elemental Nature: Choose one of fire, water, air, or earth. That choice influences your Adaptation and Primal Power traits. Each one also grants a different ability score increase, increasing an ability score by 2. This cannot stack with your free choice.
- Fire: +2 INT or STR
- Water: +2 WIS or DEX
- Air: +2 CHA or DEX
- Earth: +2 WIS or CON
Adaptation: Your elemental nature gives you resistance to a type of damage, as well as the ability to tolerate extremes.
- Fire: You are resistant to fire damage and comfortable even to high temperatures.
- Water: You are resistant to cold damage and comfortable even to very high pressures (such as being underwater).
- Air: You are resistant to lightning and thunder damage and comfortable at high altitudes and cold climates.
- Earth: You are resistant to acid damage and you can always find the direction to the nearest entrance when underground.
Primal Power: Your elemental nature gives you access to minor elemental powers. Each of these can be used proficiency bonus times per long rest.
- Fire: When you are struck by an attack from within 5', you can use your reaction to deal 1d10 fire damage to the attacker. This increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
- Water: You gain a swimming speed equal to your walking speed and can breathe underwater. In addition, you can touch an object and ask one question about its past interactions with people. The information you gain is fragmentary, but useful. If the item has nothing useful to say, you do not expend a use of this ability.
- Air: Your walking speed increases by 10 ft. You can use this ability to jump a distance up to your walking speed, landing safely. Alternatively, you can use this as a reaction when you fall to land on your feet without taking damage.
- Earth: You encase yourself in rocky armor for 1 minute. When you do so, you gain temporary hit points equal to your level and you cannot be grappled, restrained, or moved against your will while encased. The encasement ends if you become unconscious or incapacitated.
Tymoroesi
These are fae-touched elves, born either of dalliances between elves and fae or (more commonly) of strong fae influence on an area. They are rare and only sometimes breed true. As such, they are considered novelties among the elves. They are only noticeably present in Byssia.
Waere-kin (shifters)
These are fae-touched humans, capable of assuming aspects of animals. This does not imply that their parents interbred with animals, but that they were conceived in an area of unusually strong kami influence. Most common in Zhapai Karmap and regions there-about, they are also found in the Great Rift on Soefra. A tiny group of them, born of demonic meddling, lives in Godsfall.
Kharan
These are fae-touched dwarves, specifically touched by those fae associated with anger, vengeance, and endurance. The only significant community of them is in the Giant Spine Mountains, at the old Bolor clan-hold. They generally hate dwarves and resent them for abandoning them. Their culture is harsh and violent.
Gnomes
See Gnomes.
Jashil (firbolg)
Fae-touched jazuu. Only fragmentary records remain that mention these beings. Reportedly they were more in tune with nature and the kami than their fellow jazuu (who tend to be physically rather than spiritually oriented). Many were shamans and druidic practitioners. It is believed that the largest concentration of them is on Oelfra among the ruling giant-kin.