Elniar
Evergreen
Often ephemeral and somewhat juvenile, elniar stand slightly shorter than humans, rarely exceeding 5,5 feet in height (170 centimeters), and seem even smaller due to their slim and agile build. Similarly to most creations of the wild goddess, elniar features resemble those of beasts, and untrained eyes may mistake them for satyrs or fauns. They can be discerned by their weird and outlandish display, as well as vibrant and piercing, almost glowing eyes, sometimes completely hazed, yet not blind. The only way to tell their age past the peak of their maturity is by the length and number of their horns, and by the color of their hair, which usually slowly turns gray or completely white as they age.
The gift and the curse
The mythos of the elniar's downfall is full of tragedy and horror: dragged as victims into the plays and tricks of the elder gods, people of elnotari, being favourite children of Feliziah, mother of beasts, growth and freedom, were gifted with mystical vision and everlasting youth. Xorlathotep, the epitome of madness, chaos and knowledge, originating from the deepest Abysses of the Otherworld, interfered, and, wanting to teach the wild goddess a lesson, doomed their kin with unceasing, crushing madness, that always comes after knowledge and power. Now, followed everywhere by the eerie whispers and unstable chaos, elniar always seek relief of their perdition.
The combination of their everlasting youth and perpetual connection with the otherworld causes many elniar to display unusual quirks and mental flaws. It is recommended to choose a quirk if you are going to play an elniar. You can come up with your own, or use the table below:
Elniar Insanity
d8 | Quirk |
---|---|
1 | You are strongly influenced by the emotions of those around you. |
2 | You are easily irascible, even towards your closest friends. |
3 | Sometimes you see things, and you don't always know if they're real or not. |
4 | You don't feel as sympathetic towards people as you think you should. |
5 | You are having a hard time concentrating on mundane tasks because of a perpetual noise in your head. |
6 | Sometimes you can't recognize familiar faces. |
7 | Certain activities always fill you with strong excitement and rapture. |
8 | You sometimes talk out loud to the voices in your head, forgetting that you are usually the only one who can hear them. |
The Warped Peninsula
The native lands of elniar are the vast enchanted jungles at the edge of Tuokh, inhabited with creatures and plants distorted by the overwhelming presence of eldritch magic. In this unnerving wilderness, lie the remnants of former elniar glory: magic-infused towers and pyramids, long claimed by the elements yet still piercing the massive treetops. Most folks try to avoid that region, considering it cursed, but some rather militant and conceited Tuokhi clans, who are familiar enough with the nature of the magic living in these jungles, dare to invade the domains of elniar, and even raid their border settlements, taking slaves and various magical artifacts with them.
Outlanders and Hermits
Most of the elniar live as hermits or in tightly knit communes, preferring to maintain seclusion from the maddening cacophony of large crowds. However, some of them do embark on adventures. Many are driven by pure curiosity, naivety and a desire to learn more about the vast world beyond their homes, while some are looking for salvation or relief from their curse. Unlucky few, however, end up far away from their home unwillingly, being unfortunate victims of raids, committed by militant hordes of the Surging Wastes. These most often get sold to the opulent slaver cities of the Bay of Chains.
Elniar names
Elniar names are quite smooth and flowing, similarly to elven, but also resemble aztec in some places. They're all unisex, since elniar don't have strong cultural or physical sexual dimorphism: Jave'Leen, Tziah, Ile'Quilla, Alitztari, Enoya, Quetzal'Kealla, Sun-Kuatl, Ozayla, Le'Lija, Avali, Ehecatl, Tlaloc, Mayahuel, Ishnaru, Ighuat, Yultlih, Tolsotah, Thomeyie, Iztlei, Zuma, Camaxtli, Citlali, Tlahco, Eleuia, Maxhui, Iuitica, Yaoli.
Elniar traits
Your elniar character has the following traits, common for most elniar:
Ability score improvement. One ability score of your choice (typically Charisma) increases by 2, and one other ability score (typically Dexterity) increases by 1.
Age. Elniar achieve peak of their maturity by around 32 years of age. Although in theory they can live indefinitely, most die due to some combination of their own magic, insanity, or external factors, reaching no more than 400 years without external aid.
Size. Elniar are significantly slimmer and slightly shorter than humans. Their height varies around 5 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your connection to the otherworld allows you to perceive your surroundings through overlaying lens of the Ethereal Plane. 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, only shades of gray.
Otherworldly Sight. You can see into the Ethereal Plane out to a range of 30 feet.
Outgoing Empathy. You have proficiency in the Insight skill, and you perceive the emotional state of any living creature you can see within 30 feet of you, represented as a colorful aura that surrounds them. This aura reveals them to be either calm or agitated. If a creature is immune to divination magic or to being charmed, you sense that it is calm.
Additionally, as a bonus action you can telepathically share one image, scent, taste, or harmless physical sensation you have experienced before with a creature whose aura you can perceive.
For every 5 auras you perceive, you gain a -1 penalty to your Wisdom checks and saving throws, as well as to Constitution saving throws you make to maintain your concentration on a spell. This penalty can add up to a maximum of -5.
Shambolic Magic. Similarly to most of your kin, you possess an innate psionic potential. You know two cantrips from the following list: mage hand, primal savagery, thaumaturgy, minor illusion. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read and write Common and Deep Speech.
Art credits (in order of appearance):
- "Crunchy Breakfast" by Lena Richards (https://www.deviantart.com/oione)
- "Eagle" by Ahmed Aldoori (https://www.artstation.com/medders)
- "Satyr Tribe" by Luna Dark (https://www.artstation.com/artwork/9evmLq)
The little incense drawing is made by me. You can find my social media on page 3.
Bonus stuff!
that's like crazy WIP ugh don't even look
Physical Abnormalities Table (optional)
Bodies of some elniar can become warped, either by their own unstable mind, or upon being touched by an ancient aberrant entity.
Roll or pick from the options below, or invent your own. These give no mechanical benefits or penalties.
d8 | Noticeable Physical Abnormality |
---|---|
1 | A few tiny tentacles sprout from your back. You cannot control them; they move on their own. |
2 | Your joints bend both ways. |
3 | The color of your eyes changes with your mood. |
4 | A very significant portion of your body is covered in black skin with a burnt or rotting appearance. |
5 | Your blood has very unusual coloration. Your skin is marbled with veins of that color. |
6 | Your hair waves even when there's no wind. |
7 | You have multiple rows of very sharp, shark-like teeth. |
8 | No matter how badly injured, you do not bleed. Instead, smoke emanates from your wounds. |
Detect Balance: 33
ASI +3 - 12
Darkvision 60 - 3
Two cantrips choosing from four - 5 (not quite as good as standard delayed magic, but not much worse)
Otherworldly Sight - 2 (very situational, but useful in those rare situations)
Outgoing Empathy (emotion reading) - 3 (most of the time you can already tell a creature's prevailing emotion, unless they're actively hiding it)
Outgoing Empathy (skill proficiency, Insight) - 2
Outgoing Empathy (limited telepathy) - 5 (requires some creativity to get benefit out of, but with some kind of code can function as a full-value telepathy)
Tool proficiency (Herbalism Kit) - 1
Total: 33
Elniar racial feats
One Foot in the Grave
Prerequisites: Elniar
The range at which you can see into the Ethereal plane with your Otherworldly Sight trait is increased to 60 feet. Furthermore, the range of your Outgoing Empathy trait is also increased to 60 feet.
You can use your action to lift your consciousness and dive deeper into the Ethereal plane. For the next 10 minutes, or until you lose concentration, as if concentrating on a spell, you are blinded, and you gain blindsight out to a range of 60 feet. This blindsight only allows you to perceive invisible creatures and objects, as well as objects and creatures on the Ethereal plane. Once you've used this feature, you can't do so again until you finish a short or long rest.
When you would take damage that would reduce you to or below half of your hit point maximum, you can use your reaction to cast the Etherealness spell on yourself, taking no damage instead. Charisma is your spellcasting ability for this spell. When cast in this way, the spell lasts until the end of your next turn. While on the Ethereal plane, you can only take the Dash action. Once you've used this feature, you can't do so again until you finish a long rest.
Psionic Warp (Shambolic Magic replacement)
Psionic Warp. As a bonus action, you can psionically teleport up to 30 feet to an unoccupied space you can see. You can use this trait once, and you regain the expended use of it when you finish a short or long rest.
When you reach 3rd level, your Psionic Warp can gain an additional effect based on your current emotion; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race; typically Charisma):
Emotion | Effect |
---|---|
Anger | Immediately after you use your Psionic Warp, each creature of your choice that you can see within 5 feet of you takes force damage equal to your proficiency bonus. |
Fear | When you use your Psionic Warp, you gain resistance to all damage until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw, or until after you take damage. |
Joy | Immediately after you use your Psionic Warp, you and up to one creature of your choice that you can see within 30 feet of you gain temporary hit points equal to 1d6 + your proficiency bonus. |
Sorrow | When you use your Psionic Warp, each creature of your choice that you can see within 5 feet of you before you teleport must succed on a Wisdom saving throw or have their speed reduced to 0 until the start of your next turn. |
Wild Psionics (Shambolic Magic replacement)
Wild Psionics You know one cantrip from the sorcerer or druid spell lists. Additionally, depending on your current emotional state, you can use your bonus action to cast one of the cantrips from the table below. You can do so a number of times equal to your Charisma modifier, and you regain all uses when you finish a long rest. Charisma is your spellcasting ability for these spells.
Emotion | Cantrip |
---|---|
Anger | Primal Savagery / Sword Burst |
Fear | Blade Ward / Resistance |
Joy | Friends / Mage Hand |
Sorrow | Ray of Frost / Toll the Dead |
Aatma Familiar (Shambolic Magic replacement)
Aatma Familiar. You have linked your souls with a lesser aatma.
Aatma Familiar (supernatural gift or smth idk)
Prerequisites: Elniar, completing the familiar bonding ritual
You have obtained a special spirit familiar, manifested in Material plane via an intricate technomagic contraption that you also receive as part of completing the familiar bonding ritual.
-
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. Charisma is your spellcasting ability for this spell.
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When you cast the spell in this way, you can only choose one form for your familiar: lesser aatma.
Lesser Aatma
Small celestial, fey, elemental or undead, Any alignment
- Armor Class 13
- Hit Points 7 (2d4 + 2)
- Speed fly 60 ft.
STR DEX CON INT WIS CHA 1 (-5) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)
- Skills Perception +3, Arcana +2
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 13
- Languages understands Common and Deep Speech but can't speak
- Challenge —
Ethereal Sight. The aatma can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Additionally, it can sense the presence of any creature within 30 feet of it that is invisible. It can pinpoint such a creature that is moving.
Magic Resistance. The aatma has advantage on saving throws against spells and other magical effects.
Amorphous. The aatma can move through a space as narrow as 1 inch wide without squeezing. Additionally, it can take approximate outline of a Tiny creature or object. When it does so, only its shape changes.
Actions
Disturb Aura. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 7 (2d6) necrotic damage, and if the target is not immune to being charmed, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.
Etherealness (1/day). The aatma enters the Ethereal Plane for up to 1 minute, until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). It is visible on the Material Plane while it is in the Border Ethereal, yet it can't affect or be affected by anything on the other plane.
Variant: Aatma Familiar
Familiar. The aatma can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the aatma senses as long as they are within 1 mile of each other. While the aatma is within 10 feet of its companion, the companion shares the aatma's Magic Resistance trait.
Elniar NPC statblocks
Young elniar commoner
Medium humanoid, any alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 13 (+1)
- Skills Arcana +4, Insight +4
- Senses passive Perception 10, Darkvision 60 ft.
- Languages any one language (usually Common), Deep Speech
- Challenge 1/4 (50 XP)
Otherworldly Sight. The elniar can see into the Ethereal Plane out to a range of 30 feet.
Outgoing Empathy. The elniar perceives the emotional state of any living creature it can see within 30 feet of it, represented as a colorful aura that surrounds them. This aura reveals them to be either calm or agitated. If a creature is immune to divination magic or to being charmed, the elniar senses that it is calm.
The elniar can use it's bonus action to telepathically share one image, scent, taste, or harmless physical sensation it has experienced before with a creature whose aura it can perceive.
Spellcasting. The elniar commoner's spellcasting ability is Charisma (spell save DC 11). The elniar commoner can cast the following spells, requiring no material components:
At will: dancing lights, mage hand, prestidigitation, fire bolt
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, Reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Elniar warmage
Medium humanoid, any alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0) 16 (+3)
- Skills Arcana +4, Insight +4
- Senses passive Perception 10, Darkvision 60 ft.
- Languages any one language (usually Common), Deep Speech
- Challenge 1 (200 XP)
Otherworldly Sight. The elniar can see into the Ethereal Plane out to a range of 30 feet.
Outgoing Empathy. The elniar perceives the emotional state of any living creature it can see within 30 feet of it, represented as a colorful aura that surrounds them. This aura reveals them to be either calm or agitated. If a creature is immune to divination magic or to being charmed, the elniar senses that it is calm.
The elniar can use it's bonus action to telepathically share one image, scent, taste, or harmless physical sensation it has experienced before with a creature whose aura it can perceive.
Spellcasting. The elniar warmage's spellcasting ability is Charisma (spell save DC 13). The elniar commoner can cast the following spells, requiring no material components:
At will: dancing lights, mage hand, prestidigitation, fire bolt
1st level (4 slots): chaos bolt, charm person, shield
2nd level (3 slots): misty step, scorching ray
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, Reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.