Homebrew Aarivolk Race Details
Created through aardwolves being made to consume of Celestial Blood and the planning of the Traveler, the Aarivolk are a balance to the evil that is within most Gnolls, and their horrid god. Small in size, and cute in looks, what they lack in intimidation, they make up for in their innate knowledge of healing, and nearly incorruptible souls. Most Aarivolk find their callings as priests, healers, and occasionally minstrels. Those who head out as adventures are most often Clerics, Druids, or Bards, however, there have been a few Paladins with oaths of redemption, some Rangers, and a surprising number of Sorcerers possessing divine souls among the Aarivolk.
Aarivolk Traits
Aarivolk PurityAbility Score Increase
Your Wisdom score increases by 1, your Charisma score increases by 1, and your dexterity score increases by 1.
Darkvision
The radiant energy that protects your soul allows your vision to pierce through the dark. You gain 60 feet of darkvision.
Empathizing Souls
Aarivolk are good at helping out those in difficult situations, finding that helping others often makes them feel good, while also finding it hard to be cruel. You gain expertise in your choice of either persuasion, performance or medicine, while also taking a -5 penalty intimidation checks, both do to your empathetic nature, and your adorable appearance.
Size
Aarivolk range in height from 2 to 4 feet tall, and usually weigh somewhere between 20 to 30 pounds, with their rather slender looking bodies. Your size is small.
Alignment
Aarivolk experience a natural pull towards good, which even those extremely rare few who turn to evil will find themselves feeling. They aren't pulled towards law, or chaos though, often being neutral in regards to those aspects, although plenty tend towards each.
Speed
Aarivolk have a walking speed of 30 feet, and a burrowing speed of 10 feet.
Draw Upon the inner light
Aarivolk can occasionally draw upon the light within their souls to help protect themselves, those they care about, as well as heal. This light can also be brought out in it's purest form to illuminate the dark. You know the Dancing Lights Cantrip. At third level you gain the ability to cast Sanctuary once with this trait, on a creature which does not consider you an enemy, and is not hostile towards you, regaining the ability to do so after a short rest. At fifth level you gain the ability to use your reaction when an ally takes damage to cast healing word at third level once, regaining the ability to do so after a short rest.
Language
You can speak, read, and write in Common, Celestial, and Aarish. Aarish is the native tongue of the Aarivolk, and when spoken consists of celestial sounding words, yips, and a lot of body language. Aarivolk uses a modified version of the Celestial script, combined with almost picture-like symbols.
Previous Versions
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Comments
Draw Upon the inner light.
For the most part I have noticed that Racial Traits that grant spell use are usually once a day.
Sanctuary being regained on a Short Rest isn't too bad, and has some built in limitations.
However, being able to cast a spell as a Reaction is very potent - especially with something like Mass Healing Word. While it can make sense for the Racial Lore, it being regained on a Short Rest is a little potent.
I'd suggest playtesting it with a Long Rest reset, or dropping the spell down to Healing Word as a Short Rest feature.
It isn't Mass Healing word that you get to racially cast with that reaction, it's just a normal healing word, but cast as a third level spell. The point was supposed to be that it's a surge of healing from your celestial blood, combined with your extreme empathy, towards one creature. I have play tested the race, although not as much as I would like, but I do see your point on the short rests returning the spells, which is why I made sure to pick spells that already had their own built in limitations.