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# Races ## Seinnai A race with an otherworldly charm, a seinnai's appearance can vary in each individual, ranging from only having bird-like wings and some feathers in their heads or bodies to having talons and most of the body covered in feathers. A look that makes most people relate them with lycanthropes. ### Songs of the Havens Most short lived races call them sirens due to their captivating voices and avian traits, but those who seen more than one empire grow and fall relate them to an old legend that says they were created as one of the most magnificent presents to the goddess of animals by the god of arts, combining old humans with beautiful birds. In the actual times, seinnai are known as roaming storytellers that use their beautiful voices to sing the stories of the world and their own life. Light hearted and always looking for a reason to extend their wings, most seinnai roam the world to learn about its secrets, people, and cultures to expand their "Life Song". In it, the seinnai sings what they learned and cultivated during they travels, as those who receive should always give back. Seinnai base their live in a tradition of equality, as "Sky, land, and sea are the notes of life". Being open and collaborative, their culture is always evolving and changing with the incorporation and adaptation of the customs around them, but maintaining a traditional core that shows in their art, architecture, and language. The natural flexibility of their culture and individuals let seinnai adapt their expectations to their surroundings, as most seinnai expect to receive the same treatment they give to a another person. ### History of a Life Once the seinnai considers their Life Song is complete, they travel to the The Sin-Nog, where in its top lays an old temple that according to the legends, it was the place where three seinnai sung together to bring balance to the world. One sung to the land to keep it close to them, one sung to the sea to keep it calm, and the last one sung to the sky to always guide them. So now every seinnai honor them with a song of the world, showing their respect and hoping to make a song that will grant them a place between them, but this isn't an easy task as most songs can even take a whole day to be sung, and the singer must make it without a rest. The result of such deed, if positive, ends with a unique mark appearing in the wings of the singer, acting as a symbol of spiritual maturity for the seinnai, but if they fail in some way during the performance or for other reason unknown for the singer, their wings turn gray and dull. These "Grey Seinnai" tend to be treated with some kind of sadness and sorrow from their people, being removed from their works or duties and assigned simple tasks that don't require them to leave their house. For most outsiders or people that doesn't know about their culture, this may be considered as a way to hide those dishonorable seinnai that failed their trial, but the real motive is that this change is made to let the grey seinnai focus in their song and give it more time to practice and train without great interferences. "No land moves constantly, no sky stays clouded forever, and no sea is always raging" ### Blessing of Feathers The true story about the creation of the seinnai is hidden away in their ancient libraries away of prying eyes to respect the wishes of they ancestors. The first seinnai were a creation of the Godess of Beasts itself, who granted ancestral celestials the blessing of her favorite birds so they could stay in the plane of mortals more easily, due to the tie that their souls now had. This divine heritage is shown in the body of each seinnai, and is believed that the more bird-like features a seinnai has, the more close to their ancestors is. And between all these traits, there is one considered a blessing between them. When a seinnai born with two or three pairs of wings, they are considered to be the representation of the first singers of The Sin-Nog and are treated with great respect and kindness. #### Names The word seinnai is the combination of two words, sei (descendant), and nnei (angel) from a language long ago forgotten, except for some little words and expressions used by them. So it's thought that their names bare some kind of meaning, but even the older seinnai have forgotten it. While most names tend to be related to one sex, seinnai aren't really strict with it, usually changing their born name for a more fitting one when they reach adulthood. **Male Names:** Cader, Terin, Etrameer, Fecci, Guri, Drocer, Beru, Crom, Suffe. **Female Names:** Etsy, Pri, Zenty, Mitris, Becsi, Dre, Sori, Cismet, Telny.
\pagebreakNum ### Seinnai Traits Your seinnai character has the following characteristics. **Ability Score Increase.** Your Charisma score increases by 2. **Age.** Due to their godly heritage, seinnais have long lifespans. Even when they reach physical maturity around 50 years, seinnais are considered spiritually mature after the obtaining their wings mark. They can live until 400 years. **Alignment.** seinnai predisposition to learn about all they can guide them towards neutrality, trying to know every viewpoint of the world before creating an opinion. Even when the celestial blood of their ancestors isn't intact, it still has a considerable influence in their mindset, making considerably strange to find a seinnai doing something evil. **Size.** Most seinnais are a little taller than humans, having a wing spawn around 7 feet. Your size is medium. **Speed.** You have a walking speed of 30 feet. **Gift of the Gods.** You have inherited the majestic wings of the old seinnai, but their strength only let you fly for short periods of time. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. This speed only works in short burst, you fall if you end your turn in the air and nothing else is holding you aloft. Starting at 5th level, your wings are stronger. You can hold yourself aloft by expending half of your movement. **Captivating Voice.** You have proficiency in Performance and Persuasion. **Seinnai's Song.** You can evoke the captivating magic of songs of old. You can use your action to start singing to one creature you can see within 30 feet of you. If the creature can hear you it must make a Wisdom saving throw. The DC equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is charmed by you for one minute or until it can't hear you. While charmed this way, it can't willingly move more than 30 feet away from you. It also gain additional effects that depend on your seinnai subrace, described below. Once you use this song, you can't do so again until you finish a short or long rest. **Languages.** You can speak, read, and write Common, Celestial, and one more language of your choice ### Subraces #### Adrennai Being those who descend from the one that sung to the sky, these seinnai are known for their ability to find their way on an instant, be it to their destiny or the soul of those around them. **Ability Score Increase.** Your Constitution score increases by 1. **Sky Guide.** You have advantage in skill checks made to navigate an area if you are in open sky. **Soul's Song.** While affected by your Seinnai's song, the creature stays charmed by you even if it can't hear you. \columnbreak
#### Aruannai Touched by the changing nature of the oceans, this descendants of the one that sung to the sea are at home in air, land, and water in equal measures, using this balance to captivate audiences everywhere. **Ability Score Increase:** Your Dexterity score increases by 1. **Ocean Runner.** You can use an action to transform your legs into a powerful tail or back to a pair of legs. While having a tail, you have a swimming speed of 40 feet, but your walking speed and flying speed are reduced to 10 feet. **Famous Song.** You can target one more creature with your Seinnai's song. #### Celannai Descendants of the one that sung to the land, these individuals still maintain a fragment of the angelical sparks that their ancestors had when the first seinnai were created by the gods, granting them an otherwordly presence and resilience. **Ability Score Increase.** Your Wisdom score increases by 1. **Eternal Nature.** You don't require to eat or drink. **Glorious Song.** While affected by your Seinnai's song, the creature can only hear you.
##### Artists [Fariba Khamseh](https://www.artstation.com/faribakhamseh "Fariba Khamseh"), [Mandabaka](http://www.wysp.ws/post/461364/ "Mandabaka")
\pagebreak ### Fragmented When a soul dies on a place with potent magic, there is a possibility that a fragment of its soul materialize, creating a humanoid body that resembles the one of the original creature, but broken and changing, reflecting a scene from the memory of the creature that created it, but without any recollection of their past life. Usually living between the ruins of ancient civilizations, they spend their first years learning about what they call soul memory, the fragment that is shown in their crystalline body. Some fragments will do it in solitude, while other will group in their equivalent of a family, called whole, where various fragments with a memory of the same person or someone related to them group to contemplate and understand them. #### Travel for a Soul When curiosity or envy about the fragment of the world represented in their soul memory reaches the mind of a fragment, it will embark in a journey to nurture their knowledge and "create" a soul for themselves. This traveling fragments are known as drifters by their kind, going from one place to another to experience what the time that left behind their "parents" has to offer. Most people consider them animated constructs or something closer to a warforged, but they are always looked with curious amazement. Most fragments will have problems adapting to society, due the differences of their culture, made from the fragments and bits that others of their kind can remember and reconstruct. #### Fragment of the Present Traveling and living in the outside world is a dangerous affair, and it isn't strange to see what's left of a fragmented that went a little too far to follow a trail, or didn't see where it was stepping. In special occasions, when a fragmented has created enough life experiences or memories, its mind would split in various fragments, giving life to a new "family" of its kind. These fragments would have part of the memories of the deceased, but not everything. #### Fragmented Names Fragmented tend to take their first names from something in their soul memory, maybe due the appearance or the role it has in the memory. When they create a soul for themselves with new memories and experiences, they tend to take a complete name based in an important aspect of their memories. Soul Memory Names: Night, Moon, Cascade, Lover, Lute, Church, Flower, Red, Dress, Watcher, Statue. Complete Name: Joy, Hunt, Love, Tradition, Duty, Hope, Help, Childish, Sorrow, Penance, Travel. ### Fragmented Traits Your fragmented character has the following characteristics. **Ability Score Increase.** Your Wisdom score increases by 2 and your Intelligence score increases by 1. **Age.** A typical fragmented is between three hundred and five hundred years old. The maximum life span of a fragmented is a mystery even for them; so far, fragmented have shown no signs of deterioration due to age. \columnbreak
##### Artists [Nicholas Gregory](https://www.mtgpics.com/card?ref=as5030 "Nicholas Gregory")
**Alignment.** They mindset of understanding their memories and nurturing them usually push them towards chaotic alignments. But others tend to be more analytic, trying to understand the nature of their existence, having more neutral alignments. **Size.** A fragmented will have a body shape similar to the creatures from which they take their soul memory. Your size is medium. **Speed.** You have a walking speed of 30 feet. **Perpetual.** You don't need to eat, drink, or breath. Also, you are immune to magical aging effects. **Remains of the past.** You gain proficiency in one skill of your choice. **Living mind.** You are unable to speak due to a lack of mouth. Instead of speaking, you can magically communicate simple emotions to creatures within 30 feet of you that you can see. Also, you can use a bonus action to focus in one creature within range to speak telepathically to it. You don't need to share a language with the creature for it to understand your telepathic words. This telepathic connection lasts 1 hour, until you use this trait again, or you end this effect as a bonus action. When casting spells, the magic in your body produces the sounds used to channel the magic to cast the spell. **Constant memory.** Spells and magical effects that can read your superficial thoughts only see the memory that brought you to life. **Watchful Soul.** You are immune to the blinded condition, but heavily obscured areas still affect your vision. **Language.** You can read Common and one more language of your choice.
\pagebreak ### Aasimar Traits Your aasimar character has the following characteristics. **Ability Score Increase.** Your Charisma score increases by 2. **Age.** Aasimar mature at the same rate as humans, but they can live up to 160 years.. **Alignment.** Imbued with celestial power, most aasimar are good. Outcasts are most often neutral or even evil. **Size.** Aasimar have the same range of height and weight as humans. **Speed.** You have a walking speed of 30 feet. **Low-light Vision.** Blessed with an angelic soul, your vision can easily cut through shadows. You can see in dim light within 60 feet of you as if it were bright light. **Celestial Resistance.** You have resistance to radiant damage and are immune to disease. **Light Bearer.** You know the *light* cantrip. Charisma is your spellcasting ability for it. **Sacred Prowess.** Once per turn, when you make a weapon attack, you can make it deal additional radiant damage equal to your proficiency bonus. **Radiant Manifestation.** Each aasimar manifests the divine energy inside themselves in a different way. These manifestations depend on your aasimar subrace below. **Languages.** You can speak, read, and write Common, Celestial, and one more language of your choice ### Subraces You can choose one of the following options as your subrace. Additionally, you can choose to start as a fallen aasimar, changing the corresponding traits as informed below. ### Protector Holding a strong impulse to protect guard the weak, striking evil whenever it arises, and remaining watchful against darkness, they are the most easily recognizable angelic descendants, showing translucent wings and halos most of the time. **Ability Score Increase.** Your Strength score increases by 1. **Radiant Shield.** When an ally you can see is reduced to half its hit point maximum or less, you can use your reaction to unleash the divine energy within yourself, causing your to glimmer and the two luminous, ethereal wings to turn solid. Your transformation lasts 1 minute or until you end it as a bonus action. During it and as part of the reaction used to activate it, you can use your reaction to move up to half your movement speed towards a creature targeted by an attack. If you end within 5 feet of that creature, you can use your wings to shield it, giving it resistance to radiant damage and increasing its AC by 1 until the end of the attacker's turn. Starting at 5th level, your divine energy grows in power. You can use an action to transform, and you can hover 2 feet over the ground while transformed. Once you use this trait, you can't use it again until you finish a long rest. \columnbreak ### Scourge Imbued with a divine energy that blazes intensely within them, they seek to destroy evil in all of its forms with an unflinching and all-consuming desire. Many of them wear masks to block out the world and help them focus on containing this burning power. **Ability Score Increase.** Your Constitution score increases by 1. **Radiant Consumption.** When you are reduced to half your hit point maximum or less, you can use your reaction to unleash the divine energy within yourself, causing searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of your turns, you and each creature within 10 feet of you, take radiant damage equal to half your level (rounded up). Starting at 5th level, your divine energy turns more controllable. You can use an action to transform, and you you gain temporary hit points equal to half the radiant damage dealt by the transformation. Once you use this trait, you can't use it again until you finish a long rest. ### Respite Hosts of a soothing divine energy, they are driven by a wish to care for those in need of a gentle touch, be it through healing or emotional support. They tend to be the most hard to discern aasimar, due to mostly looking like gentle and quiet individuals with a knack for healing. **Ability Score Increase.** Your Wisdom score increases by 1. **Radiant Purity.** You can use an action to unleash the divine energy within yourself, causing your hair to faintly shine and ethereal lines of light form around your body. Your transformation lasts 1 minute or until you end it as a bonus action. During it, you can use a bonus action to touch a creature and stabilize it, granting it temporary hit points equal to your level. Starting at 5th level, your divine energy turns more controllable. You can touch a creature with less than half its hit points and restore a number of hit points equal to your level. Once healed in this way, the creature can't be affected by it until it takes a long rest. Once you use this trait, you can't use it again until you finish a long rest. ### Falling from grace When an aasimar is touched by dark powers, turns it back from light, or completely disagrees about how the energies within them force their hand, turn into a fallen aasimar. This embrace of the shadows (be it willingly or not) reflects in how the aasimar looks according to their origin. A protector aasimar could have their wings turn dark, or even skeletal, a scourge one could turn their eyes and mouths into pool of darkness, or a respite aasimar being surrounded by shadows. Fallen aasimar have certain aspects that differ from their counterparts depicted bellow. \pagebreak **Darkvision (Replaces Low-light Vision).** Embracing darkness, it no longer impedes your sight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if were dim light. You can't discern color in darkness, only shades of gray. **Celestial Resistance.** You have resistance to necrotic damage, instead of radiant. **Shadow Guided.** You know the dancing light cantrip, instead of light. Charisma is your spellcasting ability for it. **Sacred Prowess.** You deal necrotic damage, instead of radiant damage. **Fallen's Manifestation (Replace your Radiant Manifestation feature).** With your diminished light, the shadows alter the manifestation of your divine energy accordingly to your aasimar subrace as described below. #### Protector **Necrotic Shield.** You grant resistance to necrotic damage, instead of radiant damage. #### Scourge **Necrotic Consumption.** You deal necrotic damage, instead of radiant damage, and gain temporary hit points when you deal necrotic damage, instead of radiant damage. #### Respite **Necrotic Purity.** You can end one effect charming or frightening the target, instead of restoring hit points. \pagebreak ### Geist/Spectralite Ghosts ### Geist Traits Your Geist character has the following characteristics. **Ability Score Increase.** Your Charisma score increases by 2 and any other ability score increases by 1. **Age.** ---. **Alignment.** ---. **Size.** Medium. **Speed.** You have a walking speed of 30 feet. **Spectral Passage.** You can use an action to turn yourself completely ethereal for 1 minute or until you use a bonus action to end it. You gain immunity to all damage except radiant and psychic damage. While in this state, you can't affect or be affected by solid objects and creatures. If it ends while you are inside a creature or object, you are ejected to the nearest unoccupied space and take 1d8 force damage. Once you use this feature, you can't do so after you finish a long rest. **Training of Old.** You gain proficiency in one weapon, instrument, or tool of your choice. **Ethereal Constitution.** You don't require to eat or drink, and you take only half the fall damage you would suffer (rounded up). \pagebreak ### Mystral (mystralis plural) Usually known as the ooze people or the gem-fluid, mystralis are a mysterious and enigmatic race that lives in unknown ruins that they call home. ### Mystral Traits Your Mystral character has the following characteristics. **Ability Score Increase.** Your Constitution score increases by 2 and any other ability score increases by 1. **Age.** ---. **Alignment.** ---. **Size.** Medium or small, according with your gem. **Speed.** You have a walking speed of 30 feet. **Crystalline Armour.** When you are not wearing any armour, you can spend 1 minute to crystallize your body and gain an AC equal to 12 + your Constitution modifier. You can use a bonus action to undo the crystallization. **Flexible Limbs.** Once per turn, you can increase the reach of one melee attack in 5 feet. Additionally, you have advantage in skill checks and saving throws to scape grapples. **Crystal Weaponry.** You can use a bonus action to turn one of your hand in a natural weapon that deals 1d8 slashing or piercing damage (your choice when creating the weapon). While you have this weapons, you can't hold anything with that hand. **Geo-appetite.** You can consume gems and minerals that are stored inside your body. Consuming them takes 1 hour, after which you will have enough nourishment for the day. **Language.** You can read Common and Dwarvish. \pagebreak # Feats ### #### Master Mimic *Prerequisite: Changeling* You have reached a new level on the control of your body, gaining new options to deceive and adapt. ___ When you use your shapeshift trait, you can now do the following things: * You can make your skin look and feel like fur, scales, leather, chitin, or similar elements that a race has as skin, but it doesn't give you any kind of special or magical effect or property it could have. * You can create up to 4 new limbs that look and act as you chose, or any number of appendages. These limbs can't use weapons, nor they can hold objects that weigh more than your Strength score. They don't have any special ability, property, or natural weapon the original may have. #### Acidic Skin *Prerequisite: Mystral* You can cover your external membrane on the acid inside your Acid damage when they grapple you #### Malleable Body Can go through spaces one size smaller #### War-mount *Prerequisite: Centaur* * You can Can let a creature of your size or smaller ride you, you are treated as a mount, but when the creature riding you makes an attack or casts a spell you can use reaction to do the same #### Heating Touch *Prerequisite: Fire Genasi* You can use a bonus action to heat one metal object you are wearing or holding. For 1 minute, attacks made with the object deal an extra 1d4 of fire damage, and creatures that touch the object take 1d4 of fire damage #### Weightless Existence More than 60 feet for falling damage, more speed