Homebrew:Taleyri: Difference between revisions

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[[file:ibexi.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the taleyri race from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the ibexi race from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
Fierce mountaineers, the Ibexi race are anthropomorphic goats. They have cloven hooves instead of hands and feet, but with an opposable secondary hoof, their hands are just as dexterous as those of other humanoids. While they share clear physical traits with satyrs and bariaur, the typical Ibexi culture is worlds apart.
Red Elf. Rugged Elf. Were-elf. The Taleyri bear many names, most stemming from confusion and misunderstanding. This largely has to do with their appearance, which is unique among the elvish people, for they are built more solidly than their kin. Muscular frames and taller height place them more in the vicinity of humans, but their bodies and faces are covered in soft, red fur, and their prominent canines suggest a far different ancestry. In truth, the Taleyri are even stranger than most people assume, for they are not a true race themselves.


== Rugged Recreation ==
The Taleyri begin life as regular elves. Indeed, they are elves, indistinguishable from their families and neighbors. Through trance they experience some of their past lives, tied to that eternal flow of reincarnation that is their elven heritage. An elf only becomes one of the Taleyri by undergoing a sacred, transformative rite. This rite must be undertaken willingly, for it takes that elf and all of its past selves and forever removes them from Corellon's cycle of reincarnation. The elf, now one of the Taleyri, is endowed with enhanced strength and supernatural defenses, all the better to defend elven conclaves and other sacred sites.  
Most Ibexi do not care for the pomp and circumstance of fine art and poetry, although they have their own artforms. Rich oral histories recount tales of ancient gods creating them from the stones of the mountains, and elegant dance ceremonies offer fealty to these nature spirits. In their free time, many Ibexis enjoy friendly wrestling matches and footraces, and hold jubilant dances to traditional folk music at least once a month.


'''Ibexi Sports.''' Ibexi love to be active, and their enjoyment is multiplied exponentially when others join them in their romping pastimes. Favorite activities include the standard stick-pull (though many prefer a variation where you join hooves instead of hold a stick), leg wrestling (the loser is often just as pleased to be thrown as the winner is to win), footbag (which can sometimes go for hours, often with rules conjured on the fly), and "tree-tussles" (where one or two contestants form a "tree" by standing on the shoulders of another, and they try to dismantle the other "trees" without breaking their own form).
== Gifts of the Goddess ==
Of the creatures that lurk in the night, evil lycanthropes are among the worst. They prey upon the races and spread their vile curse from victim to victim. The patron deity of such monsters, Malar, has a particular hatred for the Seldarine and the elvish people. He once attacked Corellon Larethian in his own home of Arvandor and nearly killed the First of the Seldarine. Malar's failure of that hunt has eaten at him ever since, and he drives his worshipers to hunt elves at every opportunity.


Usually good natured in their escapades, Ibexi characters will often challenge allies to friendly athletic competitions, and may become sad and unhealthy if they do not experience regular physical activity and bond with others through sport.
This enmity prompted Sehanine Moonbow to create the ritual whereby elves could become Taleyri. With greater physical strength and protection against curses, these volunteers could stand toe-to-toe against the raiding lycanthropes. Even when struck down, they could become guardians of knowledge and wisdom as great sentient trees.


== Ibexi Traits ==
Aside from the newfound strength and red fur, the most important gift the Taleyri receive is a more intimate relationship with their past lives. The Taleyri have no need to trance, for they can commune at any time with their previous selves, though the insight they gain is often clouded or enigmatic. A mortal mind can only hold so much knowledge at one time. Instead, their consciousness goes out to nearby animals and bonds with them, seeing what they see until the Taleyri awaken.
 
== Eternal Wisdom ==
When one of the Taleyri dies, a strange and wonderful event occurs. From the body sprouts a sapling that will one day become an enormous, sentient tree. Such a tree holds the entire memory of all the original elf's past lives. Some elves would mourn at the thought of being removed from the reincarnation cycle, to have their soul's progress forever halted. The Taleyri, however, see all of this as a noble sacrifice, for each tree becomes a living repository of knowledge and wisdom that benefits all those who come with questions to be answered.
 
== Taleyri Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Strength score increases by 2 and your Wisdom score increases by 1.
Your Strength, Dexterity, and Wisdom scores each increase by 1.


=== Age ===
=== Age ===
Ibexis reach adulthood by age 15, and live an average of 50 years.
Taleyri have life spans comparable to those of elves.


=== Size ===
=== Size ===
Ibexis stand between 4 and 6 feet tall, and an average of about 140 pounds. Your size is Medium.
Your size is Medium. Taleyri have muscular frames more akin to humans than to slender elves.


You can roll to randomly determine your character's height and weight.
You can roll to randomly determine your character's height and weight.


:'''Size Modifier =''' 2d12
:'''Size Modifier =''' 2d10
:'''Height =''' 4 feet + your size modifier in inches
:'''Height =''' 4 feet + 7 inches + your size modifier in inches
:'''Weight in Pounds =''' 80 + (1d6 × your size modifier)
:'''Weight in Pounds =''' 110 + (2d4 × your size modifier)


=== Speed ===
=== Speed ===
Your base walking speed is 30 feet.
Your base walking speed is 30 feet.


=== Languages ===
=== Darkvision ===
You can speak, read, and write Common and Ibexi. Ibexi is a dialect of Minotaur that uses more sniffing and fewer grunts.
You can see in dim light within 60 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.


''(Note: in D&D Beyond, Minotaur will be added to your character sheet.)''
=== Keen Senses ===
You have proficiency in the Perception skill.


=== Horns ===
=== Beast Slumber ===
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
While sleeping, you see through the eyes and hear through the ears of a random beast within 1 mile of you that isn't unconscious. The beast you share senses with changes every 1d4 hours as you sleep. If there are no conscious beasts within range, you sleep as normal.


=== Ramming Charge ===
=== Lunar Blessing ===
If you move at least 20 feet straight toward a target and then hit it with your ibexi horns on the same turn, the target must succeed on a Strength saving throw or else be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus.
You have advantage on saves against curses (such as the ''[[spell:bestow-curse|bestow curse]]'' spell, or a [[monster:werewolf|werewolf's]] lycanthropy) and on saves against having your form changed against your will (such as from the ''[[spell:polymorph|polymorph]]'' spell).


=== Natural Athlete ===
=== Taleyri Claws ===
You are proficient in Athletics.
You know the ''[[spell:primal-savagery|primal savagery]]'' cantrip. Wisdom is your spellcasting ability for it.


=== Sure Footed ===
=== Memory of a Thousand Lifetimes ===
You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone.
When you make an attack roll, ability check, or saving throw, you can roll 1d6 and add it to the total. You can do this after seeing the die roll, but must use it before learning whether the roll is a success or failure. Once you use this ability, you can't do so again until you finish a short or long rest.


=== Mountain Climber ===
=== Languages ===
You're acclimated to high altitudes, including elevations above 20,000 feet.
You can speak, read, and write Common and Elvish.
 
You can find secure footholds almost no other creature could. You have a climbing speed equal to your walking speed, and you do not have to use your hooves on the end of your arms to hold on to non-sheer surfaces. For example, if you are climbing a cliff and are attacked by flying creatures, you can use your hooves on the end of your arms to swing a two-handed weapon, cast a spell, or use a single-handed weapon and a shield, all without falling.
[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 06:31, 6 February 2024

(OOC: This is an implementation of the taleyri race from Tasha's Crucible of Everything Else volume 2)

Red Elf. Rugged Elf. Were-elf. The Taleyri bear many names, most stemming from confusion and misunderstanding. This largely has to do with their appearance, which is unique among the elvish people, for they are built more solidly than their kin. Muscular frames and taller height place them more in the vicinity of humans, but their bodies and faces are covered in soft, red fur, and their prominent canines suggest a far different ancestry. In truth, the Taleyri are even stranger than most people assume, for they are not a true race themselves.

The Taleyri begin life as regular elves. Indeed, they are elves, indistinguishable from their families and neighbors. Through trance they experience some of their past lives, tied to that eternal flow of reincarnation that is their elven heritage. An elf only becomes one of the Taleyri by undergoing a sacred, transformative rite. This rite must be undertaken willingly, for it takes that elf and all of its past selves and forever removes them from Corellon's cycle of reincarnation. The elf, now one of the Taleyri, is endowed with enhanced strength and supernatural defenses, all the better to defend elven conclaves and other sacred sites.

Gifts of the Goddess

Of the creatures that lurk in the night, evil lycanthropes are among the worst. They prey upon the races and spread their vile curse from victim to victim. The patron deity of such monsters, Malar, has a particular hatred for the Seldarine and the elvish people. He once attacked Corellon Larethian in his own home of Arvandor and nearly killed the First of the Seldarine. Malar's failure of that hunt has eaten at him ever since, and he drives his worshipers to hunt elves at every opportunity.

This enmity prompted Sehanine Moonbow to create the ritual whereby elves could become Taleyri. With greater physical strength and protection against curses, these volunteers could stand toe-to-toe against the raiding lycanthropes. Even when struck down, they could become guardians of knowledge and wisdom as great sentient trees.

Aside from the newfound strength and red fur, the most important gift the Taleyri receive is a more intimate relationship with their past lives. The Taleyri have no need to trance, for they can commune at any time with their previous selves, though the insight they gain is often clouded or enigmatic. A mortal mind can only hold so much knowledge at one time. Instead, their consciousness goes out to nearby animals and bonds with them, seeing what they see until the Taleyri awaken.

Eternal Wisdom

When one of the Taleyri dies, a strange and wonderful event occurs. From the body sprouts a sapling that will one day become an enormous, sentient tree. Such a tree holds the entire memory of all the original elf's past lives. Some elves would mourn at the thought of being removed from the reincarnation cycle, to have their soul's progress forever halted. The Taleyri, however, see all of this as a noble sacrifice, for each tree becomes a living repository of knowledge and wisdom that benefits all those who come with questions to be answered.

Taleyri Traits

Ability Score Increase

Your Strength, Dexterity, and Wisdom scores each increase by 1.

Age

Taleyri have life spans comparable to those of elves.

Size

Your size is Medium. Taleyri have muscular frames more akin to humans than to slender elves.

You can roll to randomly determine your character's height and weight.

Size Modifier = 2d10
Height = 4 feet + 7 inches + your size modifier in inches
Weight in Pounds = 110 + (2d4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 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.

Keen Senses

You have proficiency in the Perception skill.

Beast Slumber

While sleeping, you see through the eyes and hear through the ears of a random beast within 1 mile of you that isn't unconscious. The beast you share senses with changes every 1d4 hours as you sleep. If there are no conscious beasts within range, you sleep as normal.

Lunar Blessing

You have advantage on saves against curses (such as the bestow curse spell, or a werewolf's lycanthropy) and on saves against having your form changed against your will (such as from the polymorph spell).

Taleyri Claws

You know the primal savagery cantrip. Wisdom is your spellcasting ability for it.

Memory of a Thousand Lifetimes

When you make an attack roll, ability check, or saving throw, you can roll 1d6 and add it to the total. You can do this after seeing the die roll, but must use it before learning whether the roll is a success or failure. Once you use this ability, you can't do so again until you finish a short or long rest.

Languages

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