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# Human - Variant of Aranna Humans are adaptable and strong, capable of mastering any discipline. Humans are an aggressive, often warlike race, but believe they have the common good at heart. Their tightly knit civilizations and reinforced fortresses are often the strongest bastions against oppressors. Humans are outgoing, social, and curious as well. Their world is full of danger and history, but human explorers have pushed on despite the risks and discovered many wonders. ### Origins Unlike the other major races of Aranna, the origins of Humanity are shrouded in mystery and there is conflicting knowledge of their early history held by scholars. The Elves of Aman'lu believe that the first humans were the offspring of an elf who was cast out of his hometown of Aman'lu. After fleeing into the eastern mountains, the elf was cursed by elven mages and took upon a deformed elven look. His ears lost their point and his skin tone changed. Despite this being an alien appearance to the elves, it became the accepted base appearance for later generations of humanity. The Archons, heralds of the Creator Gods state that humans are the creations of the Creator Gods. When the Creator Gods first descended to the mortal realm of Aranna, they created many beasts to inhabit the new world. However, the beasts had the ability to change their form and appearance as it pleased them. This caused strife when it came to order and control, and as such, Humanity was created in a static, fixed form and whom had the ability to command the ever-changing beasts and give them fixed, static forms as well. This makes the Human race the oldest race in Aranna, far older than the Elves and even the Utraeans ### Traits Humans have the following racial traits ***Ability Score.*** Your Strength,Dexterity and Intelligence score increases by 1. ***Age.*** Humans reach adulthood in their late teens and live less than a century. ***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. ***Speed***. You have a walking speed of 30 feet. ***Languages.*** you can speak, read and write in common and another language of your choice **Determined** *"I'm going to make it, if it's the last thing I do!".* When you make a death saving throw if the roll is a 1, you may reroll that die. you may only use this benefit once in your life. **Uncertain origin** Your ancestors may have been Azunites who fought Zaramoth in the great war, Descendants of the ancient legionary divisions of the Star Empire, or Children of the unholy union of a Krug and a human. You may choose one of these traits in as a racial characteristic: * *Krug bloodline*. You can see in dim light within 60 feet as if it were bright light, and in the dark as if it were dim light. thanks to your heritage, your dark vision is unusual: everything you see in the dark is a deep shade of red. * *Legionary bloodline*. You have advantage on saving throws against fear. In addition, whenever you make a History check related to the military, you are considered proficient in the History skill. * *Azunite bloodline*. You have magical resistance against necrotic damage, as well as advantage on arcane knowledge tests.
\pagebreak # Half-giants, Goliath Variant Half-giants are large creatures, 9ft tall. They are also incredibly robust, capable of remarkable feats of endurance. Their lifespan is long - most giants are hundreds of years old - but they don't really look old until the last few months of life. Ceremonial markings and tattoos tell the story of their culture's struggles and war experience. Although half-giants are a formidable foe when angered, as a rule they are quiet, introspective creatures who prefer their own counsel. They have a strong work ethic and enjoy simple tasks, but there is always something about them that saddens them in some way. Other races avoid half-giants, not knowing what to make of them. ### Origins Over two millennia ago, a group of Agallan giants left their people to join the Utgard in their wars of conquest. These Agallans were declared renegades for joining with their races old enemies and were cast out of Agallan society, forbade to ever return. Their extremely long lifespans were taken from them (and their impressive stature was reduced) so, to ensure the succession of their respective bloodlines the outcasts had to start having children. Unfortunately for these renegades, no female Agallans had left with them and, since they could not return to their people they were forced to breed with other races. For some reason (likely a mystical connection with the fact that there were no cursed females), every Agallan child sired by one of these renegades was born male, therefore every future generation also had to breed with non-Agallans. Over the centuries their blood became more and more diluted and created the half-giants encountered today, much shorter than even their reduced ancestors but still large in the eyes of humans, elves and dryads. \columnbreak There is a very small and continually dwindling community of 9 foot tall Half-Giants living on the Island of Utrae who believe that they are the last of their race. They call themselves the 'Children of the Mountain' but obviously do not understand the meaning of that honourific. They do not know how or why they came to be on the island. ### Appearance Like their name would suggest, Half-Giants are tall, broad and heavy. Each Half-Giant has unique body markings that mystify most non-Half-Giant observers. Their skin can be practically any colour or tone and many have horns and other bony protuberances growing on their heads. ### Traits Half-Gigant have the following racial traits ***Ability Score.*** Your Strength score increases by 3,Constitution score increases by 1 and Dexterity score decreases by 2. ***Age.*** Half-giants reach adulthood in late adolescence and can live for more than two centuries. ***Gender.*** Can only be men ***Size.*** Half-giants are less than 8 to 9 feet tall and have a robust build. Your size is Medium. ***Speed.*** You have a walking speed of 30 feet. ***Giant build.*** You have advantage on constitution rolls as long as you are not wearing heavy armor. You count as one size up when determining your carrying capacity and the weight you can push, pull or lift. ***Health regeneration*** Each time you gain hit points, you add your proficiency bonus to your health roll. ***Languages.*** you can speak, read and write in common and another language of your choice ### Racial Feat **Utgard Blood** *Through your veins runs the same blood as the ancient battle companions of Zaramoth "the Unmaker". For better or worse, he now awakened.* You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain the ability to wield a two-handed weapon with only one hand. This feat is incompatible with *Herald of Elandir* **Herald of Elandir** *The legendary leader of the giants, Elandir "First Man of the First Race", has appeared to you in a vision and awakened your Agallan heritage, for better or for worse.* You gain the following benefits: * You increase your Constitution score by 1, to a maximum of 20. * You replace the AC of any shield you use with your Constitution modifier. This feat is incompatible with *Utgard Blood*.
\pagebreak # Elf - Variant of Aranna Elves are highly educated in the learned arts of combat magic are renowned for mastering the arts of magic and know spells that humans have never heard of. Their society teaches the study of the sword as the basis of a disciplined lifestyle. They have a great love of learning, and teachers play an important role in their culture. Elven scholars have been responsible for many advances in magic theory. Their knowledge and empathy make them an insular people, and although they believe it is better to be among elves than strangers, they have compassion for all races. Elves resemble humans, although they have pointed ears and sometimes different skin color (a subtle yellow and a dark gray more often). Elves are both male and female, and reproduce in the same way as humans. However, unlike Humans, Elves live for many centuries, with the oldest known Elf being Arinth, who was approximately two thousand years old at her death. ### culture Elven culture thrives around learning, about anything and everything. Powerful scholars and elderly historians are often second only to the leader of a city or group, and it is not uncommon for an entire elven community to be highly practiced in combat or nature magic. Elves are compassionate and helpful to all other races; an example is the fact that many left the forest of Vai'lutra to help the dryads build their home among the trees. Because of their long life and value for knowledge, elves are considered by most to be a form of somewhat godlike beings, though they are not immortal, and certainly not all have good intentions. Because of their skills and attitude, some elves know more in general than many humans, dryads, dwarves or half-giants combined. Elves are reliable allies, as they will (almost) always give shelter and show unwavering support to their allies and friends. Elves spend most of their lives studying the world, its history and its laws. In many ways, education is their religion, and elven sages, scholars and historians are highly revered in society and often rank alongside community leaders in importance. Elves have inhabited the forest of Vai'lutra. Perhaps the most important place in Elvish culture is occupied by two legendary personalities: the sorcerer Isteru and his sister Istaura, the warrior. they planted the first seeds of the future forest and raised mountains from the ground to protect their new home. It was they who guided their people through the Middle Ages into the life of civilization, learning about the world around them. Their statues are found in many Elvish shrines and temples. ### Traits Elves have the following racial traits ***Ability Score.*** Your Intelligence score increases by 2,Dexterity score increases by 2 and Charisma score decreases by 2.
***Age.*** Elves reach adulthood in their late teens and can live more than about a thousand years. ***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. ***Speed***. You have a walking speed of 30 feet. ***Darkvision.*** Accustomed to twilit forests and the night sky, you have 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, only shades of gray. ***Prophetic visions.*** You can cast the spell "Divination" without spending material components or spell slots. After receiving your omen you must roll 1d12 to determine in how many days you will be able to use this feature again. ***Steady Pulse.*** You gain advantage on ranged attack rolls, with ranged weapons with which they are proficient or spells with single-target attack rolls, against enemies more than 60 feet from you. ***Languages.*** you can speak, read and write in common and another language of your choice ### Other racial traits (optional) ***Elven Temperance.*** When you make a critical hit you can choose not to hit your enemy and make an intimidation roll with advantage to make him surrender to you. this trait replaces *Steady pulse.* ***Contaminated by the Vai'kesh.*** You have gone through terrible trials in the Vai'lutra forest and managed to escape from the Vai'kesh, but not without consequences. *You have magic resistance against necrotic, radiant and acid damage but cannot heal with magic.* This trait replaces *Prophetic visions.*
\pagebreak # Dryads of Greilyn Dryads are a mysterious race, having emerged after the cataclysmic battle between Zaramoth and Azunai. They have an instinctive bond to living things and their appearance reflects their jungle heritage. Dryads are impulsive, wild creatures, and conflicts between them are common, but they live in close proximity, like packs of wolves, and have a strong sense of community. Dryads are all related, it is said, as they call their brethren sisters. Ther appearance is similar to Elven women, though they have leaves for hair, sap runs through their veins, and their skin represents the colors of nature. The known hues for Dryads are orange, brown, and green. Since there are no Dryad males, it is unknown how Dryads reproduce, perhaps using nature magic to create seeds of which the Dryads are grown from. It is also noted that no Dryad adolescents or children have been seen or mentioned. When a great storm blew the homeless Dryads to Greilyn Isle, they took residence in old Sea Elf ruins. When the Elves travelled to Greilyn to help the Dryads develop their own society, the Dryads learned smithing and building. In a location chosen by the Elves a tree-top village called Eirulan was built. The Dryads lived here, establishing small outposts on the ground of the jungles. \columnbreak ### Traits Driads have the following racial traits ***Ability Score Increase.*** Your Wisdom score increases by 1,Dexterity score increases by 3 and Strength score decreases by 2. ***Gender.*** Can only be Women ***Age.*** Dryads are born as adults ***Immunity to aging magic.*** Can live forever since they do not age, they usually die as a result of battles or disease. ***Size.*** Friad range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. ***Speed***. You have a walking speed of 30 feet. ***Bark skin.*** You have a natural tough skin that covers you from head to toe. When you have no armor, your Armor Class is equal to 13 + your Dexterity modifier. But you have vulnerability to fire, magical or otherwise ***Darkvision.*** 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. Naturally Skilled. ***Nimble.*** The dryad slayers look with some amusement at all the armor the warriors wear to survive an attack. For they believe that the best defense is to avoid being hit. As long as you wear light armor, or no armor at all, attacks against you are made at a disadvantage. ***Natural bond.*** Dryads share an instinctive affinity with all living things. You gain proficiency with the Nature skill and can also cast the spell *Speak with Animals* without material components or spending spell slots once per day. ***Languages.*** you can speak, read and write in common and another language of your choice ### Racial Feat **One with nature** You have taken your attunement with the natural world to another level. You gain the following benefits: * Increase your Wisdom score by 1, up to a maximum of 20. * You can cast the Calm Emotions spell, without material components or spending spell slots, once per day. In addition, this spell can be cast on animals. * You can cast the Speak with plants spell without material components or spending spell slots 1 time per day. **Distinguished Service** As a reward for your impeccable service to Eirulan, Celia, Guardian of Eirulan, has gifted you with a trained "Lupus Ferox" to accompany you on your adventures. You get the following benefits: * You get an animal companion "Lupus Ferox", which shares stats with a Dire wolf.