Homebrew High Entia Species Details

High Entia are humanoid in appearance and are similar to Humans in many ways. Their main visual difference is the wings on the side of their heads, giving them an almost angelic appearance. Some are shown to be able to fly with these wings, however many half-Human High Entia have smaller wings.

High Entia have a longer lifespan than Human, with the elderly reaching three to four centuries. They are also capable of using ether without any catalyst of any sort, by gathering it from the atmosphere around them.

High Entia Traits

Your High Entia character has a variety of natural abilities.

Ability Score Increase

Your Intelligence score increases by 2. And your Charisma increases by 1.

Age

High Entia reach maturity around 80 and have a longer lifespan than humans. The oldest High Entia can reach 300 to 400 years old.

Size

High Entia 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.

Languages

You can speak, read, and write Common, Sylvian, and one other language of your choice.

Darkvision

Your connection to the ether around you gives you superior vision in dark 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 colour in darkness, only shades of grey.

High Entia Weapons Training

You have proficiency with the shortsword, longsword, quarterstaff, and spear. In addition you can use these weapons as an Arcane focus for your spells.

Scion of Ether

As a race born with an inherent understanding and control of ether, you have proficiency in the Arcana skill.

Ether Control

Summon Element: As an action, you can call up the energy of a single chosen Element from the list provided below. You can maintain this Elemental energy for a number of turns equal to 1d4 + your Charisma modifier (minimum of 1). You can use Summon Element a number of times per long rest equal to your proficiency bonus. When you reach lvl 5, 10, 15 and 20, add 1 additional dice to each effect, including duration:

Release Element: As a bonus action, you can release the Element, or it will automatically release at the end of the last turn of the duration. This ends the elements passive effect. The DC for any check made by a target of Summon Element is 8 + your proficiency bonus + your Charisma modifier. 

Aqua Element: Crystal clear water flows around all allies within 30 ft of the caster, healing them by 2d4 + your Wisdom modifier at the start of each casters turn. When released, a chosen target within 60 ft of the caster must make a Constitution saving throw. On a failed save, you drain vitality from the target dealing 1d10 + your Wisdom modifier necrotic damage and you regain a number of hit points equal to half the damage dealt.

Flare Element: The energy of fire radiates out from you, boosting the Strength of you, and all allies within 30 ft of you, by +4. When released, a searing bolt of flame shoots out to a point you choose within 60ft and then blossoms with a low roar into an explosion of flame. Each creature in a 10ft radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 + Charisma Modifier fire damage on a failed save, or half as much damage on a successful one.

Earth Element: The energy of the earth guards you and your allies, passively granting a +1 bonus to AC and an immunity to critical hits for allies within a 30ft radius of the summoner. When released, this energy turns dark, flying towards a chosen target within 60ft, which must succeed on a Constitution saving throw, or take 2d4 + your Charisma modifier poison damage.

Wind Element: A tailwind pushes your party to victory, passively granting +2 to Dexterity and a 10ft bonus movement speed to allies within a 30 ft radius of the caster. When released, a ball of high-speed wind shoots forward to a point you choose within 60ft, before exploding outward in a gale of slashing wind. Each creature in a 10ft radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 + Charisma modifier magical slashing damage on a failed save, or half as much damage on a successful one.

Lightning Element: Electricity courses through you and your allies synapses, passively granting an additional 1d4 to all damage caused by spells cast by the user and allies within a 30 ft radius of the caster. When released, a bolt of lightning 60 feet long and 5 feet wide surges out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw taking 2d6 + Charisma Modifier lightning damage on a failed save, or half as much damage on a successful one.

Ice Element: Ice forms a protective barrier around you, and all allies within 30 ft, passively granting advantage on saving throws against spells and other magical effects. When released, icy energy ripples outward along the ground from and spikes of ice to shoot up to impale any near by foes. Each creature you choose within 15 feet of you must make a Dexterity saving throw, taking 1d6 cold and 1d6 magical piercing damage on a failed save, or half as much damage on a successful one.

Previous Versions

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11/24/2022 4:23:10 AM
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