Humans are the most versatile and widespread of races in Ygdren. They can be found across most continents, in every nation, from the vast reaches of the Aldwyran Empire, to the dozens of kingdoms and territories in Maíandir and Yuantica; some small and bickering, some large and powerful, but all surviving because of the one trait that makes humanity so persistent: the capability to adapt to anything.
Description[]
Culture & Society[]
Humanity is perhaps the most tenacious of the races that now inhabit the western continent. They are to this day warlike and stubborn, and although they have constructed great civilisations in their respective territories, often their societies balance on the edge of a knife, walking the thin line between peace and outright war. Due to their variety and diversity of culture, it is difficult to pin down a single attitude towards humanity, but many find it difficult to trust them, for their promises are often as fleeting as their lives.
Properties[]
Humans[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Resourceful. You gain Heroic Inspiration whenever you finish a long rest.
- Feat. You gain one Origin feat of your choice.
Aasimar[]
The term Aasimar is a collective name given to those plane-touched humans that possess the touch of celestial or divine blood. This variance in their genetic makeup often sets them apart from the rest of humanity, and can derive from a variety of sources. In some cases, Aasimar are marked at birth by beings from the Planes of Limbo, and bear that link for the rest of their lives. In others, interference from deities and other consecrated creatures somewhere along the bloodline leads to the manifestation of such divine features. Regardless of the cause of their nature, rarely are any two Aasimar exactly alike. Their appearance can range from near-identical to an average human, to having wildly different distinguishing features such as pupil less or opalescent eyes, tinted skin in a range of colours, and other features derived from the root of their nature.
No matter where they come from, Aasimar are very often set apart from their cultures in some way or another. In some cases, they are revered. In others, they are reviled. Though a relative rarity, there are cases of Aasimar births across almost all of Ygdren where humanity has taken root, and some even believe that they are the next step in human evolution, although this is generally dismissed due to the generally haphazard nature of Aasimar origin.
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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 colour in darkness, only shades of grey.
- Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Genasi[]
Genasi are a rarity amongst the people of northern Yuantica that find their origin in the magical disturbances before the Convergence. Seen as an oddity, and rarely accepted by common folk, most Genasi are sent away to live under the Enclave, a neutral religious sect of monks that watch over the teachings of the Shénziao pantheon, who insists that genasi are a product of their gods.
Following the events of the War of Ashes in Northern Maíandir, unbeknownst to the participants themselves, the massive amounts of energy used to fuel the end of the war sent rippling effects through the arcana, causing a compounding disturbance that culminated in the four elemental planes seeping into the material plane, notably around the region where humans from the Domari settlers in the far south had migrated north. This area, now the territory of Kyoshai, saw the bulk of the elemental onslaught over a period of decades. As the legend would have it, in an effort to prevent catastrophe, twelve mortals that were thought to possess a special link to the arcana stepped forth to absorb the magic and direct it away. By doing so, they restored the balance that was necessary to re-align the four elemental planes. This was known as the Convergence.
Despite this, arcane energy from the four planes still lingers, and more periodically seeps through the barrier created by the twelve. This energy tends to manifest in a number of ways, not least of which are the genasi. Born halfway between two very different worlds, genasi are typically scorned by the superstitious and cast away. However, since the Enclave teaches peace and harmony between the material plane and the elemental, they cannot simply be killed. Most genasi instead find themselves part of the Enclave, or escaping their home countries to travel far abroad. Spirited and adventurous, fickle and impulsive, they often tend to find themselves in the middle of problems that are not their own.
Air Genasi[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
- Lightning Resistance. You have resistance to lightning damage.
Earth Genasi[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Earth Walk. You can move across difficult terrain without expending extra movement if you are moving on the ground or a floor.
- Necrotic Resistance. You have resistance to necrotic damage.
Fire Genasi[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Walk in Flames. Any creature that is grappling you or being grappled by you takes fire damage equal to your proficiency bonus at the start of each it its turns.
- Fire Resistance. You have resistance to fire damage.
Water Genasi[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Amphibious. You can breathe air and water and you have a swimming speed equal to your walking speed.
- Acid Resistance. You have resistance to acid damage.
Kalashtar[]
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
- Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
Racial Feats[]
Common[]
Fleet of Foot[]
- You are graceful and quick beyond your peers. Your base walking speed increases by 5 feet.
Powerful Build[]
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, or grapple.
Humans[]
Half-Blood[]
- One of your parents is from a different humanoid race that can breed with humans. You can choose a racial feat from any of the following races: elves, goliaths, hobgoblins, tieflings, or orcs.
- You can take this feat multiple times, but must choose always from the same humanoid race and subrace.
Prodigy[]
- You have a knack for learning new things. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skill Versatility[]
- You gain proficiency in two skills of your choice.
Human Determination[]
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this a number of times equal to your proficiency bonus and you regain all uses when you finish a short or long rest.
Aasimar[]
Healing Hands[]
- As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer[]
- You know the light cantrip. Starting at 3rd level, you can cast the guiding bolt spell with this trait. Starting at 5th level, you can also cast the see invisibility spell with it. You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).
Radiant Soul[]
- You can use your bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed equal to your walking speed. Once you use this trait, you can't use it again until you finish a long rest.
- Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
- You cannot take this feat if you already have the Necrotic Shroud or Radiant Consumption feats.
Necrotic Shroud[]
- You can use your bonus action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, creatures of your choice within 15 feet of you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you. Creatures can repeat the saving throw at the end of each of their turns. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.
- Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
- You cannot take this feat if you already have the Radiant Soul or Radiant Consumption feats.
Radiant Consumption[]
- You can use your bonus action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to twice your proficiency bonus. Once you use this trait, you can't use it again until you finish a long rest.
- Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
- You cannot take this feat if you already have the Necrotic Shroud or Radiant Soul feats.
Angelic Protection[]
- Prerequisite: Healing Hands
- The innate resistance to magic that celestials possess extends to you. You have advantage on saving throws against spells and other magical effects.
Genasi[]
Mingle with the Wind[]
- Prerequisite: Air Genasi
- You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the levitate spell with this trait, without requiring a material component. You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).
Merge with Stone[]
- Prerequisite: Earth Genasi
- You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).
Reach to the Blaze[]
- Prerequisite: Fire Genasi
- You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).
Call to the Waves[]
- Prerequisite: Water Genasi
- You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).
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 colour in darkness, only shades of grey.
Primordial Form[]
- When you are hit with an attack, you can use your reaction to transform your body into wind, instantly reappearing in an unoccupied space within 30 feet causing the attack to miss. Once you use this trait, you can't use it again until you finish a short or long rest.
Kalashtar[]
Mental Discipline[]
Your innate psychic defences grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.
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 colour in darkness, only shades of grey.
Kalashtar Psionics[]
- You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it.You can cast each spell once per day with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat). None of these spells require spell components when you cast them with this trait.