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## Andran ##### "Andrans are fascinating people, with a deep history and a lot of mysteries." — Tserofal, Apostle of the Sun. ### History ___ They appeared from The Far Realm a long time ago, sent by Elder Gods in an attempt to prepare for the colonization of the prime Material Plane. In so, andrans are known adventurers, they roam the lands fascinated by all the other creatures and cultures and will often be seen mimicking local traditions. Recently, all contact with their creators was abruptly lost for some unknown reason, causing big changes in andran tribes behavior, this change might encourage bold andrans to finally leave their tribe to live their own adventure. ### Appearance ___ Andrans are gender-fluid they can choose or not to be male or female (or both) most of them take a definitive gender when they reach adulthood, although exception exist. Their skin can go from bright flashy pink to deep dark purple. ### Andran Names ___ Andran names are various and diverse like andrans, but here are some exemple of typical andran naming. **Neutral Names:** Torrad, Sylliar, Larenar, Thanis, Trent, Ambrosa, Emilly, Corakaia, Nysalis, Lilera, Orinielle, Kelyra, Delona ### Andrans Traits ___ Your andran character has the following racial traits. **Ability Score Increase.** Your Strength score increases by 2. **Age.** Andrans age slowly after reaching adulthood in the first month of their life. The oldest andrans reach 200 years old. **Alignment.** Andrans often tend to be neutral, not caring that much about the outside world, while still curious about it. **Size.** Andrans are medium in size, ranging from 5 to 7 feet tall. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Your eyes give you superior vision in dark and dim conditions. 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 color in darkness, you only see in shades of blue. **Survivor.** You gain proficiency with the Survival skill. **Alien Mind.** You have advantage on saving throws against the frightened and charmed condition. **Psionics Spellcasting.** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *dissonant whispers* spell once per day. When you reach 5th level, you can also cast the *crown of madness* spell once per day. Intelligence is your spellcasting ability for these spells. **Languages.** You can speak, read, and write Common, Deep Speech and you can read qualith. **Telepathy.** You can also speak andran telepathically in a 30 foot radius around you, creatures that don't speak andran hear distant whispers. **Subraces.** Many subraces of andrans populate the worlds of D&D. Choose one of these subraces.
#### Beholderkin. The beholderkin were made in the image of beholders, with eye tentacles and a large eye located in the middle of their forhead. **Ability Score Increase.** Your Charisma score increases by 1. **Watching.** Due to your many eyes you have proficiency with the Perception skill. #### Mindflayerkin The mindflayerkin are the results of Elder Gods attempt to copy the mindflayers psionic abilities. **Ability Score Increase.** Your Intelligence score increases by 1. **Tentacles.** You have a tentacle or several tentacles that you can control allowing you to hold and interact with multiple objects, this allows you to have advantage on checks to grapple targets. \pagebreakNum
#### Chullkin Chullkin are the results of the evolution of andrans that lived underwater for centuries, they have two additional arms, the hand on these arms are crab-like pincers. **Ability Score Increase.** Your Constitution score increases by 1. **Natural Armor.** You have tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Amphibious.** You can breathe air and water. **Pincers.** Because of your pincers, you can't hold items or weapons in those additional arms. Your pincers are natural weapons, which you are proficient with, you can use them to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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