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===Races=== All races in the 5e version of Aldis lack "set" ability score modifiers; they instead get a +2/+1 floating modifier at character creation that they can assign as they see fit. Humans just use the Variant Human rules from the 5e PHB. Night People: The setting's version of [[Orc]]s. A slave race engineered by the Shadow Lords, the evil powers that once ruled Aldis, but who always possessed greater independence and so fought their way free. They just use 5e's [[Half-Orc]] racial stats, barring the setting's stat adjustment. Rhydans: Intelligent talking animals. And they can take humanoids as their [[familiar]]s. Rhydans are primarily found as intelligent cats (resembling Siamese the size of leopards), dolphins, horse and wolves, although other species of rhydans are possible and left largely to the DM's discretion - mention is made of rhy-bears, and Aldea's [[griffon]]s and [[unicorn]]s are in many ways a supernatural strain of rhydan. As the most unusual race in Aldea, they have the most unique mechanics. All rhydans have the physical traits of their basic beast, although skills, hit dice and hit points are determined by their class instead, and they generate their ability scores normally. Rhydans with a size of Small or less have a [[Strength]] score capped at their base creatures Str+2. They all start with the feats Psychic (telepathy 60 feet) and Psychic Shield (Advantage on saves vs. spells that result in having your thoughts read, telepathic communication, commanding/dominating you, or inflicting psychic damage on you) and have the common trait '''Rhy-Bond''', which lets them have a single humanoid companion with whom they share a permanent telepathic link. Armor class, size, speed, natural attacks and natural features depend on the rhydan subrace. Sea-Folk: Androgynous amphibious humanoids, the setting's equivalent of [[triton]]s. Sea-folk are Medium sized humanoids with walking and swimming speeds of 30 feet. They can hold their breath for 10 + [[Constitution]] modifier minutes, withstand freezing cold water for ten times the normal duration, have Advantage on Constitution saves against cold water-induced ill effects, have Darkvision 60 feet, and can community with dolphins and other cetaceans. They also have a racial penalty; they need to either spend at least an hour submerged per day, or double their water requirement. You're probably better off just using [[Triton]] or even water [[Genasi]] stats. Vata: Aldis' equivalent of [[elves]]. While vata are distinguished as either "light vata" or "dark vata" based on their coloration (lights have milk-white skin, silvery white hair and violet, pale blue or pale green eyes; darks have the same hair and eyes but violet-gray skin, ranging from pearlescent to almost purple-black), they don't use the subrace mechanic. They are Medium sized humanoids with a base speed of 30 feet. They have Darkvision 60 feet, and the traits Rapid Recovery (when spending Hit Dice as part of a Short Rest, add +2 to each dice's result in addition to Constitution modifier) and Arcane Ancestry. This last trait lets them start play with two bonus feats: Psychic Shield and either Animist (cast Animal Friendship & Animal Messenger without components 1/day), Body Control (gives you some minor [[monk]]-like stunts usable 1/short rest), Psychic (telepathy 60 feet), Seer (can cast Guidance, can also cast Augury and Detect Magic as Rituals only), or Shaper (can cast Mage Hand, but with no components, range 60 feet, and hand is invisible).
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