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==Lineages== Lineages are the race equivalent of Wagadu - because, c'mon, there was no way in '''Hell''' they were going to use the term "race" in a setting like this. Concept-wise, lineages are similar to the races of [[Wakfu]]; all Wagadians are "[[human]]", but their spiritual/ancestral lineage results in the manifestation of distinct mystical abilities and physical traits, so they often look more like [[demihuman]]s. A Fallen typically displays a Lineage as soon as they manifest in Wagadu; in the rare cases where children are born in Wagadu, they often share the Lineage of one parent, but are just as likely to have a grandparent's Lineage or even a completely different Lineage. Most Wagadian children are born with their Lineage visible in their feature, but a minority are "latents", and don't manifest their full Lineage until they reach their teens. It's also possible, though uncommon, for Wagadians to switch between Lineages - usually through mystic rites, but sometimes just spontaneously changing. '''Asimans''' are the Wagadu equivalent of [[genasi]]; four desert-dwelling sub-Lineages marked by their shared affinity for one of the four elements; the Yiites of Fire, the Ndyams of Water, the Henndu of Air, and the Laka of Earth. Their elemental heritage typically manifests in distinctly colored eye, hair and skin color, as well as uniquely colored and patterned tribal markings. Most asimans are actually born as latents, not manifesting their full lineage and sub-lineage until they undergo a divination ritual at the age of seven. Once great conquerors, they now reject politics in favor of spirituality. Other names for them are ''The Elementals'', the ''Desert Folk'' and ''The Four Tribes''. ::+1 Intelligence ::Medium ::Base speed: 30 feet ::Alchemical Knowledge: You have Expertise in Alchemy and Proficiency with Artisan's Tools (Alchemist's Supplies). ::Quick Alchemy: If you have Alchemist's Supplies, you can attempt to quickly concoct one of the following items, which requires you to send 1 hour in brewing and pass a skill check of the indicated DC. Items created through Quick Alchemy break down and become inert after 12 hours. You can concoct a Vial of Acid (DC 10), a Flask of Alchemist's Fire (DC 15), a Dose of Antitoxin (DC 15), a 1-ounce Bottle of Ink (DC 5) or a Vial of Perfume (DC 5). ::Temple Training: You have Proficiency in Religion. ::Elemental Mastery: Once per short rest, as an action, you can blast a foe within 30 feet for 2d10 damage (increases to 3d10 at 6th level, 4d10 at 11th level, and 5d10 at 16th level). The target can halve the damage if they pass a (DC 8 + your Int modifier + your Proficiency Bonus) Dexterity save. ::Sublineage: Choose either Yiite (+2 Charisma, Fire Resistance, natural AC when unarmed is 12 + Dex modifier), Henndu (+2 Dexterity, 40ft base speed, Advantage on Cha checks vs. Air Spirits), Ndyam (+2 Wisdom, Amphibious, 30ft Swim speed) or Laka (+2 Strength, Advantage on Con and Str saves, ignore speed penalties caused by armor). '''Daa'ima''', aptly nicknamed ''Moth People'', resemble humans with black-to-gray skin, moth antennae and large but barely functional moth wings, only strong enough to glide short distances. Devoted to the goddess known as Addeessa the Moon, they are divided into three subcultures; the reclusive New-moons, the nomadic Half-moons, and the urbane Full-moons. They are also refered to as the ''Moon People'', the ''Winged Folk'', and ''The Cursed''. This latter title refers to their creation myth, in which the Daa'ima were created by Addeessa, then cursed by her after they made a mistake and allowed her malicious twin brother Du'a, God of Waters, to destroy a sacred tree of the Moon Goddess'. ::+1 Dexterity ::Medium ::Base Speed 25 feet ::Darkvision 120 feet ::Ayaana's Blessing: You have Proficiency in Brewing Tools (Coffee) and have Advantage on Charisma rolls with the Ayaana (totem spirits of nocturnal flying animals - moths, bats, owls, etc). ::Cheat Death: Once per day, you can drop to 1 hit point if an attack would normally reduce you to zero hitpoints. If you haven't used this ability yet, you can also instantly stabilize a dying creature by touching it. ::Nocturnal Sight: You have Disadvantage on attack rolls and visual Perception checks during the brightest part of the day, and exposure to a strong light blinds you for 1 turn. ::Ancestor Whisper: You can cast Speak With Dead 1/day. ::Vestigial Wing: Once per day, as a bonus action, you can infuse your wings with mystical power, causing them to glow and grant you Fly 25 feet and ADvantage on Dexterity saves for 1 minute. ::Sublineage: Choose either the New Moon (+2 Wisdom, Proficiency in Stealth, can make Stealth checks whilst flying if flying at night), Full Moon (+2 Intelligence, Proficiency in Deception, can use a Disguise check to magically disguise yourself as another Lineage 1/day), and Half Moon (+2 Charisma, Expertise on Survival, when the moon is visible, you can intuitively sense the direction to the closet Daaima community.) The '''Emere''' are the [[elf]] standins; also known as ''The Mystical'', ''Forest Nobility'' and ''The Green Seers'', these rainforest-dwellers are characterized by their distinctive pointed ears and affinity for magic. Like the Asimans, they have developed into four sub-lineages; Dawn (the "default" Emere), Iroko (often sport leaf, branch, bark, moss or mushroom-like growths in hair and skin), Bloom (brightly colored hair/eyes, flowers in hair) and Orun (feathered hair). ::+2 Intelligence ::Medium ::Base Speed 30 feet ::Forest Defense Training: Proficiency in Greatsword, Longbow, and Shortbow. ::Juju Knowledege: You have Proficiency in Arcana, know a single cantrip of your choice that can be used 1/day, and from 5th level can cast Juju Blast 1/day. ::Sublineage: Choose either the Dawn Emerge (+1 Dexterity, can "eat" a spell 1/day - treat as Counterspelling attempt that heals you 1 HP per spell level if successful, Expertise on Arcana checks relating to ancient scriptures), Iroko (+1 Constitution, can reduce damage of an attack by 1d12+Con modifier once per short rest, Expertise on Charisma checks vs. rainforest spirits), Bloom (+1 Charisma, can cast Alter Self 1/day (double duration if there are fresh flowers visible when you do so), and emit Soothing Fragrance (as per Calm Emotions, but affects Spirits as well as Humanoids) 1/day) or Orun (+1 Wisdom, cast True Seeing with a 1 minute casting time and no material components 1/day, can read any religious script regardless of language). '''Ikaki''', also known as ''Fish Folk'', ''Sea People'' or ''Kafukele's Shoal'', are an amphibious Lineage who stand in for [[Triton]]s in Waguda. They sported webbed hands and feet (and sometimes ears), bluish tinged black skin, blue/greenish hair, and sometimes traits of sea life, due to their practice of forming spiritual pacts with marine spirits. ::+1 to 3 ability scores of your choice ::Medium ::Base speed 30 feet ::Darkvision 60 feet ::Sea People: Swim speed 30 feet, Amphibious, unaffected by cold water, must spend 1 hour per day in water or gain 1 Exhaustion level that can only be healed by bathing or magic. ::Mariner's Luck: You have 3 "luck points" per day that can used to roll a d20 to replace either an attack roll, ability check or saving throw of your own, or an attack roll made against you. '''Hyerenns''', more commonly called the ''Ironmasters'', ''Goldsmiths'' or ''Metal People'', are the mortal descendants of the spirits of precious metals, and are divided into a caste based society as a result of their sublineage; Gold, Silver or Copper. Their hair and eyes are colored based on their metallic heritage, and their skin is living metal, which is both a good and a bad thing. ::+2 Constitution ::Medium ::Base speed 30 feet ::Old Gods' Eyes: Blindsight 30 feet ::Metal Blood: Advantage on saves vs. Poison, Resistance to Poison damage. ::Conductivity: Vulnerable to Electric damage. ::Metal Skin: 1/day, as a bonus action, harden yourself into living metal; until the end of your next turn, gain Resistance (all). Also, you heal 1 HP per level when you use this ability. ::Ironmaster Combat Training: Proficiency with Swords, Hammers, and Spears. ::Ancestral Blacksmith Tradition: Proficiency with Smith's Tools. ::Ironmaster Fetish-Charm: By spending half a day, you can forge a special fetish-charm, the shape of which depends on your sublineage. This fetish-charm gives you Proficiency in a skill you specify when you create it, and you can spend a bonus action to turn it into an enchanted weapon that lasts for 1 hour before disintegrating. ::Sublineage: Choose Gold (+1 Charisma, Hammer fetish-charm), Silver (+1 Strength, Sword fetish-charm) or Copper (+1 Wisdom, Spear fetish-charm). '''Izingonyamas''', more commonly called ''Lionbloods'', ''Savanna Kings'' or simply ''The Lions'', are a proud and warlike lineage marked by cat-like golden eyes and long manes of yellow hair. They can transform into great cats, specifically lions, cheetahs, leopards and "golden cats" (a wild cat native to Western and Central Africa's rainforests). ::+2 Strength, +1 Wisdom ::Average ::Speed: 30 feet ::Aggressive: You cans use your Bonus Action to move your speed towards a visible Hostile creature. ::Feline Strength: Proficient in Athletics. ::Cat Shape: You can transform into a Lion, Leopard, Cheetah or Golden Cat 1/day. This transformation lasts for 1 round/level until level 5, whereupon it becomes 1 minute/level, then 1 hour/level from 11th level onwards - the duration is doubled if you assume the shape associated weith your sublineage. You gain multi-attack in cat shape from 6th level, and your attacks in it count as magical from 8th level. Apart from these rules, treat as [[druid]] Wild Shape. ::Sublineage: Choose either The Strong/Lion (once per turn, can reroll damage for a melee weapon attack), The Fast/Cheetah (can double speed for 1 turn, must spend a turn not moving to recover), The Agile/Leopard (30ft climb speed, ignore difficult terrain based on bushes and thick undergrowth), or The Prowling/Golden Cat (Darkvision 120 feet, 1d4 damage claw attacks) '''Swala''' are an offshoot lineage of the Emere. Also known as the ''Children of the Savannah'', their more common monikers of ''Antelope People'' and ''The Horned Herders'' give their deal away; they look like humans with the ears and horns of various horned African animals - antelopes, cattle, etc. They are a semi-nomadic people whose culture revolves around the herding of livestock. ::+2 Dexterity ::Medium size ::Speed: 35 feet ::Swala Training: Proficient with spears, maces and slings, can thrust spears double the usual range. ::Savanna's Shroud: You can attempt to hide even when you are only lightly obscured by natural phenomena, such as foliage, heavy rain, falling snow, and mist. ::Keen Senses: Proficiency in perception ::Sublineage: Choose either Eland's Blessing (+1 Wisdom, can turn invisible for 1 turn 1/short rest), Buffalo's Blessing (+1 Strength, 1d6 + Str mod Horn Attack, can make a Ram attack by moving 20 feet in a straight line before attacking), or Sanga's Blessing (+1 Charisma, +1 maximum HP per level, Advantage on saves vs. Disease). {{D&D-3rd-Party-Settings}}
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