Homebrew Materos Species Details
Materos Race Details
The materos are a mixture of all genesi’s(the genesi of water, fire, air and earth).Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The materos are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.
During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are materos: individuals with ties to two worlds, yet belonging to neither. Some materos are born of mortal–genie unions, others have two materos as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.
Occasionally, materos result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as materos.
Heirs to Elemental Power
Materos inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each materos, often as magical power.
Seen in silhouette, a materos can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given materos might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Materos almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.
Some materos live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Wild and Confident
Materos rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one materos and as arrogance in another. Such self- confidence can sometimes blind materos to risk, and their great plans often get them and others into trouble.
Too much failure can chip away at even a materos’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.
Materos Lands
As rare beings, materos might go their entire lives without encountering another one of their kind. There are no great materos cities or empires. materos seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many materos lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.
MATEROS ON ATHAS
Although any world that includes one or more elemental planes can feature materos, on Athas, the setting world of the Dark Sun campaign, elemental forces have a greater hold than on other worlds. As a people touched by elemental power, the materos are considered seers, prophets and chosen ones. The birth of a matero, whether slave, noble or member of a desert tribe, is an auspicious event. Most Athasians believe that a given matero is destined for greatness or infamy.
Those who live on the border, however, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a wary look are the best mates can hope for; in more backward places, they face ostracism and even violence from people who take them for demons.
Faced with a difficult life, these materos seek to isolate themselves in nature, settling in the mountains or forests, near lakes or underground.
Most of the materos in the Realms are descendants of the jinn and efreeti who once ruled Calimshan. When these rulers were overthrown, their planet-affected children were scattered. Over thousands of years, the lineages of these materos have spread to other lands. Although far from common, materos are most likely to be found in the western regions of Faerûn, along the coast from Calimshan in the north to the Sword Coast, and in the Western Heartlands in the east. . .Some remain in their former homeland.
On the other hand, the other materials do not have a common history. Individuals find it difficult to trace their own lineage, and lines sometimes skip a generation or two. Many materos originated in the North and spread from there. Aquatic materials come from coastal areas, with the greatest concentration of them coming from the regions surrounding the Sea of Fallen Stars.
The distant land of Zakhara is known only in legend to most inhabitants of Faerûn. There, genies and spellcasters make deals, and materos can result from such pacts. These materos have been sources of great happiness and misfortune in the history of this land.
MATEROS BACKGROUND
Some materos are proud of their heritage, sometimes bordering on arrogance. They can be flamboyant and eager to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. These materos who do not live in cities prefer open lands such as plains, deserts and high mountains.
Other materos are more withdrawn and their connection to the earth prevents them from being comfortable in most cities. Their unusual size and strength make them natural soldiers, and with their stoic demeanor they can encourage others and become great leaders. These materos live underground, where they can be found in their element of choice. When they emerge from their caves, they can roam the hills and mountains or lay claim to old ruins.
Still other Materos often struggle with their fiery temper. They sometimes display their perceived superiority over ordinary people. But they also want others to share their high opinion of themselves, so they constantly seek to improve their reputation.
the others almost all have some experience on or around seagoing vessels. They make excellent sailors and fishermen. However, these materos prefer calm and solitude; the broad shores are their natural abodes. They go where they want, do what they want, and rarely feel tied down to anything. Good backgrounds for these materos include Hermit and Sailor.
Materos names
Materos uses the naming conventions of the people they were raised among. They might later take on distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
Materos Traits
Your Materos character has certain characteristics in common with all other Materos.
Languages
You can speak, read and write Common and Primordial. Primordial is a guttural language, filled with hard syllables and hard consonants.
Ability Score Increase
Your Constitution score increases by 2.
Age
Materos mature at about the same rate as humans and reach adulthood in their late teens. They live a little longer than humans, up to 120 years.
Alignment
Independent and autonomous, the materos tend towards a neutral alignment.
Cut
Materos are as varied as their mortal relatives, but are generally built like humans, standing between 5 feet and over 6 feet tall. Your height is medium or small.
The rapidity
Your base walking speed is 40 feet.
For the power
For the power of the air
As with the power of the air, you descend from the jinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Ability Score Increase
Your Dexterity score increases by 1.
endless breath
You can hold your breath indefinitely as long as you are not incapacitated.
Join the wind
You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you complete a long rest. Constitution is your spellcasting ability for this spell.
for the power of the earth
As with the power of the earth, you are descended from the cruel and greedy dao, although you are not necessarily evil. You have inherited a measure of control over the earth, revealing superior strength and solid power. You tend to avoid rash decisions, stopping long enough to consider your options before acting.
Ability Score Increase
Your Strength score increases by 1.
EarthWalk
You can move through difficult terrain made of dirt or stone without expending additional movement.
Merge with stone
You can cast Traceless Pass once with this trait, requiring no material components, and you regain the ability to cast it this way when you complete a long rest. Constitution is your spellcasting ability for this spell.
For the power of fire
As with the power of fire, you have inherited the efreet's moodiness and quick wits. You tend to be impatient and make quick judgments. Rather than hiding your distinctive appearance, you rejoice in it.
Ability Score Increase
Your Intelligence score increases by 1.
Vision 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. Your connection to the Elemental Plane of Fire makes your darkvision unusual: everything you see in the dark is a shade of red.
Fire resistance
You have resistance to fire damage.
Achieve the Blaze
You know the production flame minor spell. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you complete a long rest. Constitution is your casting ability for these spells.
For the power of water
The lapping of the waves, the spray of sea foam on the wind, the depths of the ocean, all these things call to your heart. You roam freely and take pride in your independence, although others may view you as selfish.
Ability Score Increase
Your Wisdom score increases by 1.
Acid resistance
You have resistance to acid damage.
Amphibious
You can breathe air and water.
Bathing
You have a swimming speed of 30 feet.
Call to the wave
You know the cantrip form of water. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you complete a long rest. Constitution is your casting ability for these spells.
Materos Traits
He is very intelligent and logical. Convenient with everyone, he can be very nice with the rider and very resourceful.Comments
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Posted Nov 7, 2022I did not copy ultimate genesi