Custom Folk
Campaign: Ruins Of Archaea
Jump to navigation Jump to searchNote that some standard folk are not available to players.
Corven
Corven are feathered humanoids resembling flightless birds. Corven plumage can be any colour, from vibrant red or yellow, to deepest blue or black. Their eyes are large, and typically black. Corven have two sexes (male, female), but the physical differences are indistinguishable except to other Corven.
Corven legend states that the corven once had a thriving civilization on Mistbloom, an idyllic island far to the west. Their island paradise was shattered by a cataclysm, and the corven were forced to flee. Now they are wanderers, without a homeland to call their own.
Most corven live in small, close-knit communities within larger settlements of other folk. While corven do have their own language (a dialect of Auran Primordial), they always learn the language and customs of the larger non-corven community in which they settle. Corven society is democratic, with all adult members of a community participating in decisions that affect them.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Corven mature and age at about the same rate as humans.
Alignment. Corven culture emphasizes education, tolerance, and optimism. They have a tendency toward being good and lawful.
Size. Corven are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Corven Tradition. Corven are outsiders who have learned to coexist with other folk. You are proficient in your choice of two of the following skills: History, Insight, Perception, Performance, or Persuasion.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read, speak, and write Common, the Corven dialect of Auran Primordial, and three languages of your choice.
Grey Elf
Grey elves' skin ranges in color from pale pink to medium tan to soft blue-grey. Their eyes are large, and typically dark blue, dark green, or black. Grey elves' hair can be straight or gently wavy, and is usually dark in color, such as black, deep red, or deep blue. Some male grey elves have beards, but it is uncommon.
Grey elves are more likely to travel than their high elf, ice elf, or wood elf kin.
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice each increase by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are immune to the ravages of time. They never grow old or die from "natural causes".
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can read, speak, and write Common, Elven, and one language of your choice.
Ice Elf
Ice elves are tall, slender humanoids with delicate features, elongated eyebrows, and pointed ears. Barring accident or injury, an ice elf will live forever. Ice elves' skin is smooth and flawless, and ranges in color from snow white to pale pastel blue or green. Their eyes are large, and are typically ice blue, pale green, or silver. Ice elves' hair can be straight or gently wavy, and is usually vibrant in color, such as frost white, glossy black, ruby red, sapphire blue, and so on. Some male ice elves have beards, but it is uncommon.
Ice elves have a reputation for being xenophobic and cruel: "as cold as ice elf laughter" is a common saying.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are immune to the ravages of time. They never grow old or die from "natural causes".
Alignment. Any decadence or vice is permitted in ice elven society as long as the appearance of elegance and perfection is preserved. Ice elves are not strongly inclined toward good, and some are downright cruel. However, they are always exquisitely polite.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to far southern regions where the winter night can last 21 hours or more, 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Cold Resistance. You have Damage Resistance to cold damage, and you are unaffected by extreme cold environments.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Languages. You can read, speak, and write Common, Elven, and one language of your choice.
Variant Human, Karelian
Karelians tend toward dark eyes, dark hair and pale skin. However, Karelia has long had a thriving sea trade through its many coastal cities, so literally every size, shape, and colour can be found among the people who live there.
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice each increase by 1.
Age. Humans reach adulthood in their late teens and typically live 50 to 60 years.
Alignment. Humans from Karelia tend toward no particular alignment. The best and the worst are found among them.
Size. Humans from Karelia vary widely in height and build, from barely 5 feet to nearly 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Feat. You gain one feat of your choice.
Skill Versatility. You gain proficiency in two skilIs of your choice.
Languages. You can speak, read, and write Common, and one extra language of your choice.
Variant Human, Vaeringjar
The Vaeringjar tend toward light eyes, light hair and pale skin. However, Varangia has long had a thriving sea trade through its numerous coastal towns, so literally every size, shape, and colour can be found among the people who live there.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and typically live 50 to 60 years.
Alignment. Vaeringjar society, with its emphasis on honor and duty, has a strong lawful bent.
Size. Vaeringjar are somewhat larger and bulkier than humans from the north, and they range from barely 6 feet to nearly 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cold Resistance. You have Damage Resistance to cold damage, and you are unaffected by extreme cold environments.
Natural Athlete. You have proficiency in the Athletics skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Giant.
Minotaur
Minotaurs typically have brown fur (sometimes black, rarely black and white mottled) that turns to gray as they get older. They have cloven hooves, and tails. Rare albino minotaurs (roughly 1 in 20,000) are known as Ghost Bulls, and are said to possess the power of divination.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Minotaurs mature and age at about the same rate as humans.
Alignment. Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
Size. Minotaurs average over 7 feet in height, and they have stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Languages. You can speak, read, and write Common and Giant.
Zinjan
Zinjan are humanoids with large eyes, sharp canines, and retractile claws. A zinjan's body is covered with short soft fur in a striped black-on-white pattern, similar to a zebra or white tiger. Their eyes are typically red or gold (rarely green), and their cranial hair is usually black (sometimes white, rarely striped). Rare zinjan (roughly 1 in 20,000) have ram-like horns and a long cat-like tail, which is considered a mark of divine favor.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Zinjan mature and age at about the same rate as humans.
Alignment. Zinjan tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size. Zinjan are shorter on average than humans and relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 feet. Because of your claws, you have a climbing speed of 20 feet.
Darkvision. You have keen senses, especially in the dark. 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.
Burst Of Speed. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Natural Weapon. You can use your claws as a natural weapon to make unarmed strikes. Your claws are finesse weapons: if you hit with your claws, you deal slashing damage equal to 1d6 + your Strength modifier or your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hunter's Skills. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
{{#vardefine:campaignname|Ruins Of Archaea}} {{#vardefine:campaigncategory|Fantasy}} {{#vardefine:campaignmoderator|bblackmoor}}
[[Category:{{#var:campaignname}}]]
[[Category:{{#var:campaigncategory}}]]