Homebrew:Keldon: Difference between revisions

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[[file:aven.jpg|right|thumb|500px]]
[[file:keldon.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the aven race from [[Plane Shift: Dominaria]]}}
{{ooc note|This is an implementation of the keldon race from [[Plane Shift: Dominaria]]}}
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Following the devastation of the distant continent of Otaria in Karona’s War some two and a half centuries ago, people of many races left that land to find refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great flocks, forming separate communities in a few hospitable locations. The largest such flock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.
The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.


Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Their lean forms are covered with feathers, and their arms and legs all end in sharp talons.
Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.


Aven form their own airborne companies, or wings, within the Benalish army. They serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes.
Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated—but many that sound exaggerated are not.
 
== Aven Traits ==
As an aven, you share the following traits with all your kind.


== Keldon Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Dexterity score and your Wisdom score both increase by 2.
Your Strength score increases by 2, and your Constitution score increases by 1.


=== Age ===
=== Age ===
Like humans, aven reach adulthood in their late teens and can live into their 80s.
Keldons reach adulthood in their late teens and live less than a century


=== Alignment ===
=== Alignment ===
Aven are inclined toward the lawful good alignment of the Church of Serra.
Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.


=== Size ===
=== Size ===
Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.


=== Speed ===
=== Speed ===
Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
Your base walking speed is 30 feet.


=== Languages ===
=== Languages ===
You can speak, read, and write Aven and Common.
You can speak, read, and write Common and Keldon.
 
''(Note: the keldon language must be added to your character sheet manually.)''
 
=== Natural Athlete ===
You have proficiency in the Athletics skill.


''(Note: the aven language must be added to your character sheet manually.)''
=== Keldon Resilience ===
You have proficiency in Strength saving throws.


=== Hawkeyed ===
=== Icehaven Born ===
You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
You are naturally adapted to cold climates, as described in chapter 5 of the ''Dungeon Master’s Guide''.
[[category:homebrew 5e races]]
[[category:homebrew subraces]]

Latest revision as of 16:47, 29 January 2023

(OOC: This is an implementation of the keldon race from Plane Shift: Dominaria)

The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.

Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.

Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated—but many that sound exaggerated are not.

Keldon Traits

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

Keldons reach adulthood in their late teens and live less than a century

Alignment

Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.

Size

Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Keldon.

(Note: the keldon language must be added to your character sheet manually.)

Natural Athlete

You have proficiency in the Athletics skill.

Keldon Resilience

You have proficiency in Strength saving throws.

Icehaven Born

You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.