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===Races of Astreas=== Across the sea from Areas lies the dark and cursed land of Astreas, which is home to its own unique Human subrace - the '''Atrathians''', as well as four races of unique [[beastfolk]]; tribes who were corrupted by the powers of the mad immordran Drakmorla, but not to the extent of joining her legions of Horg -the [[Always Chaotic Evil]] [[Beastmen|Chaos-warped mutant man-beasts]] of Asreas. '''Arathians''' are a blocky, sinewy, hardy human subrace with mostly ashen or dusk-colored hair, ruddy complexions, and eyes that vary from sky blue to dark olive. They share very distant bloodlines with the humans of Aeres, being linked to the elder human bloodline of the Jaermoorians, but have developed f or generations in isolation and so are far more racially homogenous in stature and demeanor. ::Natural Inclinations: Strength, Constitution, Charisma ::Size: Medium ::Speed: 30 feet ::Withstand the Fall of Time: Your Unarmored AC is 10 + your Constitution modifier + your Proficiency bonus. In the case of a class-based unarmored AC modifier, take the higher value. ::Stronger Than Ice, Stronger Than Stone: You have Proficiency with Athletics, and Advantage on Strength checks used to break, topple or destroy inanimate objects. ::One By One: Choose either the Blind to Death trait or Blaze of Steel trait. Whichever you choose, you don't gain access to it until 3rd level. Both abilities can be used 1/short rest, increasing to 2/short at at 9th level and 3/short rest at 15th level. * ''Blind to Death:'' Invoke this ability to force an opponent re-roll a single offensive dice roll against you (attack roll, damage roll, or otherwise), and take the result you choose. * ''Blaze of Steel:'' Invoke this ability to re-roll a single offensive dice roll of yours (attack roll, damage roll, or otherwise), and take the result you choose. The '''Froskvir''' are a race of humanoid frogs who once inhabited a beautiful jungle realm called Elusius... before the coming of the mad immordran warped their home into a dark and twisted bog. Whilst some of their people have gone mad and become little better than the Sorcerer-Queen's Horg servants, most Froskvir are wise, peaceful-natured mystics who carefully cultivate the untainted magical flows of their swampy homeland. ::Natural Inclination: Dexterity, Constitution, or Wisdom ::Size: Medium ::Speed: 30 feet ::Earthblooded: You have Advantage on saves vs. non-magical diseases. ::Slurping Tongue: You can freely grab or move tiny objects from up to 2 feet away, thanks to your prehensile tongue. ::Amphibian Grace: You can remain submerged in water without needing to breathe for (Constitution score) minutes, at which point you start holding your breath. You also take no movement penalties from watery or muddy terrain. So long as you are not wearing Heavy Armor, you double the distance for your Long Jumps and High Jumps. So long as you are barefoot, you have a Swim speed of 30 feet. ::The Pulse of the Land: YOu have Proficiency with Nature, and can re-roll natural 1s on Nature checks made in swamp environments. ::Wild Swamp Spirits: From 3rd level, once per short rest, you can invoke one of three racial magics: * ''Aetherian Gust:'' As a bonus action, blast a target within 10 feet with powerful winds. The target must pass a Constitution save (DC 8 + your Proficiency bonus + your Wisdom modifier) or be pushed back 10 feet. From 9th level, the pushback is 15 feet. From 15th level, a target pushed back by Aetherian Gust is also knocked prone if they are Medium or smaller. * ''Sinking Depth:'' As an action, turn any natural earthern terrain within your line of site into a 15ft wide pit of sucking mud. Medium or smaller creatures treat this sucking mud as Difficult Terrain. The diameter increases to 25ft at 6th level, and 40ft at 9th level. * ''Stinging Deluge:'' As a bonus action, unleash a 1-ft cone of high-velocity brackish water. Attack using Proficiency bonus + your Wisdom modifier. Targets hit by it take 1d4 Bludgeoning damage. The size (+5ft) and damage (+1d4) increase at levels 6 and 9. The '''Sliskvir''' are a race of [[lizardfolk]] with featrues similar to claw-killer [[dinosaurs]]. Once, they were a proud human civilization known as the Strythians, who were warlike and bloodthirsty despite inhabiting the paradise of Strythe, the Valley of Life. Since the Sorcerer-Queen burned the once-verdant plains into the barren, rocky Desolation of Astreas and warped them into man-beasts, their savagery has only increased, with many others regarding them as little better than the Horg. The Sliskvir care nothing for the opinions of the weak; they are beings of pure passion, recognizing only the laws of the wilderness and the needs of the pack. ::Natural Inclinations: Strength, Dexterity, Constitution ::Size: Medium ::Speed: 30 feet ::Sun-Parched Hide: You automatically succeed on your first saving throw against Exhaustion caused by weather exposure. ::Life Finds A Way: You can add your Proficiency bonus to any Survival check made in wastelands, barrens or deserts. If you already have Proficiency with Survival, you double your bonus in this areas. ::Spring-Coiled Haunches: You add +10 feet of movement to any Dash action. ::Natural Weapons: You can choose to attack with finger-claws (1d4 Slashing), bite (1d4 Piercing) or toe-mounted sickle-claw (1d6 Slashing, Crits on a 19-20). You add your Proficiency bonus to any attack with these natural weapons, and add Strength bonus to both attack rolls and damage rolls. However, you suffer a -1 penalty to Stealth checks due to the uncontrollable clicking of your sickle-claw. ::Murderous Hunter: From 3rd level, once per encounter, you can evoke the Murderous Hunter technique. This lets you Dash towards an enemy as the first movement action during your turn (Spring-Coiled Haunches adds +10ft to this distance). If you successfully close on your target, you add your Proficiency bonus on your first attack roll against the charged target (this stacks with your weapon proficiency, if any). Finally, you can then use a bonus action to attack with your sickle-claw. Arrogant, haughty and obsessed with the rule of the law, in many ways the '''Orinvir''' are a borderline parody of the proud clans of Keras-Thul they once were, who descended from Eros-worshipping Jaermoorians. Viewing their transformation into half-man half-eagle creatures as a blessing, the Orinvir may seem easy to ridicule for their pomposity and braggadociousness, but one must remember that their fighting skills are all too real, and have preserved their lands from all outside threats for countless centuries. ::Natrual Inclination: Dexterity, Constitution or Intelligence ::Size: Medium ::Speed: 30 feet ::Natural Weapons: You can use either your hands or feet to make claw attacks; treat as Unarmed Strikes (apply Proficiency bonus) keying off of Dexterity that do 1d4 Slashing damage. ::Warcry of the Everlasting Sky: By spending a bonus action to let out an ear-piercing avian shriek, you can grant yourself Advantage on an Intimidation check. ::Eternal Command of Eros: You Have Proficiency with Persuasion, and Persuasion or Intimidation checks made against you by Evil-aligned creatures or character have Disadvantage. ::WIngs of the Sun: You have a Fly speed of 60 feet. However, you can only fly for a number of turns per short rest equal to your Constitution score. Landing and then taking flight again counts as 1 turn. Armor does not inherently affect your ability to fly, but can lower your flight speed, as per the usual Encumberance rules.
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