Phaedran

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Phaedran are a race of playable Classical Mythology-inspired half-fey from the Dungeons & Dragons 5th Edition setting of Arkadia. An uncommon race, filling the traditional half-elf role of "wanderers torn between two worlds, with a foot in each and no home in either", phaedrans elicit mixed reactions from their human progenitors; some view them as cursed, spurned by fate and the heavens, whilst others view them as special creatures who have been blessed by the gods and chosen for special destinies. This mixed reaction is heightened by the fact that, whilst most phaedran are born of couplings between human and fey, others are born spontaneously to seemingly normal human parents, an event that can be perceive as either blessing or curse. This long-lived race is naturally drawn to the wilderness; cities make them restless. They are also incurable nomads, constantly drawn to wander and explore the world. Nowhere in Arkadia will you meet a common Phaedran. Touched by fate, they are almost always exceptional individuals, destined for heroism or tragedy.

Biology[edit | edit source]

Phaedran mostly resemble humans, but always have subtle bestial traits, based on which of the five fae races they descend from; satyr, siren, harpy,gorgon or centaur. They are also innate shapeshifters, able to transform their bodies to gain the bestial frames of their fae parent, in which state they gain greater access to fae magics. This can be very useful, as it allows phaedran to escape the typical "how are they supposed to get around?" problem facing playable merfolk or centaurs.

Satyr-blooded phaedran are the most common of the five subraces, and always marked by the presence of curling, ridged horns, regardless of gender. When they transform, their lower body becomes the furred, digitigrade limbs of a cloven-hooved animal, such as a goat, sheep or deer.

Siren-blooded phaedran are also relatively common, but usually found around the coast. Their heritage may shine through in faint, scar-like gills on the sides of the neck, a pearlescent shimmer on the skin, or a voice whose haunting lilt betrays the underlying magic of the fae. By transforming, their lower body becomes a fish-like tail, which also imbues them with the power to breathe water.

Gorgon-blooded phaedran are extremely common in the gorgon-ruled land of Psysseria, where they form an elite caste second only to their monstrous mothers, but rarely seen in Arkadia, and regarded with great mistrust; Arkadia and Psysseria have long been enemies, and so gorgon phaedran are feared as potential spies or assassins, even when they are refugees fleeing their blighted homeland or the children of the rare Arkadian gorgons. These phaedran may bear anything from snake-like fangs or eyes to a forked tongue or even serpents for hair. When transformed, their lower body becomes the coils of a giant serpent.

Harpy-blooded phaedran are, much like their gorgon-blooded cousins, regarded with great fear and mistrust. More than any other phaedran breed, they are believed to be the result of curses, ill-fated bargains, or dread pledges with harpies. These phaedran tend to be slender and slightly built, with features such as large inquisitive eyes, long talon-like nails, or soft feathers in (or for) their hair. As you might expect, these phaedran have the power to summon their mothers' wings when they need them.

Centaur-blooded are the rarest of the phaedran races, as Arkadian centaurs are fierce loners and hunters who regard all other races as being at least potentially prey. Ironically, most of these phaedran are born to unions of centaurs and elves, since centaurs get on best with that race, but any skilled, brave and determined hunter or amazon might find themselves being courted by a centaur of the opposite sex. Centaur Phaedran are often of strong build, with thick mane-like hair. Some have the tails of horses. Their eyes are typically dark, seeming to be entirely irises with wide pupils. When transformed, they take on the half-human half-horse structure of their centaur parent.

Phaedran PC Stats[edit | edit source]

Ability Score Increase: +2 Charisma, +1 to one other ability score of your choice.
Size: Medium
Speed: 30 feet
Ancestral Form: You can shapeshift into the body-shape of your fae ancestor as a bonus action on your turn. Once transformed, you remain in this shape until you use a bonus action on your turn to dismiss the effect.
Subrace: Choose the Satyr, Siren, Gorgon, Harpy or Centaur Lineage below.

Satyr Lineage:

Satyr's Hooves: When you have Ancestral Form active, you double your jump distance and have Advantage on saves against effects that would knock you prone or shove you.
Horns: You can make an attack with your horns to butt a target, causing 1d4 bludgeoning damage plus you Strength modifier. If the target is a creature no more than than one size larger than you, it must succeed on a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be shoved 10 feet away. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Siren Lineage:

Siren's Tail: When you have Ancestral Form active, you lose your land speed, but gain a Swim speed of 60 feet and the Amphibious trait, allowing you to breathe air and water.
Siren's Song: Once per long rest, as an action, you can attempt to charm a humanoid that can hear you by singing an unearthly song. It must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus, with advantage if you are currently fighting it, or it becomes charmed by you for one hour or until someone in your party harms it. It will know it has been charmed when the effect ends.

Gorgon Lineage:

Gorgon's Coils: When you have Ancestral Form active, your base speed increases by +10 feet and you can ignore difficult terrain.
Petrifying Gaze: Once per long rest, as an action, you can try to petrify a creature you can see, and that can see you, within 60 feet by turning it to stone. The target must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus or be petrified. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

Harpy Lineage:

Harpy's Wings: When you have Ancestral Form active, you gain a Fly speed of 25 feet. If you are wearing heavy armor or are encumbered, you cannot use your flying speed. Instead, your wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can slow your rate of descent to 50 feet per round, and you can move up to your speed horizontally as you descend.
Talons: You are proficient with unarmed strikes. Due to your talons, your unarmed strikes deal 1d4 + your Strength or Dexterity modifier slashing damage on a hit.

Centaur Lineage:

Centaur's Form: When you have Ancestral Form active, your Climb speed drops to 0, but your base speed increases to 60 feet and you double your carrying, pushing, dragging and lifting capacities.
Hunter's Charge: , If you move at least 30 feet in a straight line, the first creature of your size or smaller whose space you move through must make a Strength or Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone and take 2d4 + your Strength modifier in bludgeoning damage. A creature takes half as much damage on a successful save and is not knocked prone. You may not end your movement on another creature’s space. Once you use this ability, you can’t use it again until you finish a short or long rest. You must have Ancestral Form active to use this ability.