Homebrew Na'vi (Dndified) Species Details
Home to a harsh world of abundant nature and dangerous fauna, the Na'vi are a people with a deep connection to the natural world. Their home world of Pandora is a living network of primal energy they call Eywa. The Na'vi can connect to these magical energies to bond with the creatures and plants of their world, a bond they call Tsaheylu (Sa-Hey-Lu). With their mystical connection to the natural world, Na'vi can survive with just their wits in situations that would be deadly for other races. This, along with their nimble movement and adaptability, makes them great at traversing through the natural forest and jungles of their worlds and others.
The Na'vi of Pandora are a tribal society, split amongst themselves into tribes and environments around their home world. Na'vi, regardless of tribe, all have feline features, four fingers and toes, a long tail, and patterned skin. These patterns on their blue skin can resemble tigers, jaguars, or other big cats. The Na'vi also have long hair, the longest of them being their neural queue, which can reach down to the base of their tail.
The Laws of Eywa
The Three Laws of Eywa, also known as the Na'vi Way, are a set of ancient religious tenets handed down to the Na'vi by Eywa, Their goddess Eywa is a a primal force that connects all living things, originating from the Beastlands. These laws dictate the Na'vi way of life and restrict them from participating in any activity destructive of the environment.
A translation of the three laws is as follows:
You shall not set stone upon stone.
Neither shall you use the turning wheel.
Nor use the metals of the ground.
When and why Eywa gave these laws to the Na'vi is not clear, but it's rumored to have been before even the time of The First Songs, the earliest recordings of Na'vi society.
Outcast
Those who do not devote to the laws of Eywa, the beliefs in their society or break these rules in an unforgivable way are often outcasts from their homeland. Because of their devoted following of these rules and tribalism ways, it is often a rare sight to see a Na'vi not on their home world. Na'vi that do leave their home world, however, the means, are often viewed as an outcast by others of their race and tribe.
While Na'vi have been seen with metal weapons or armor, they see this as a necessary evil when outside their home world.
Spiritual Avatar
With their ability to spiritually connect to nature, many view the Na'vi as an "avatar" of the natural world. Due to their strong connection, it is said that when a spirit travels through to Beastlands, be they humanoid or beast, they have a chance of reincarnating as a Na'vi. It is said that if this occurs, a Na'vi will have the same number of fingers and toes, as well as some of the features of their previous life. This can be a sign of distaste or worship from others of the Na'vi people.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. If you select a fantastical race, follow these additional rules during character creation
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Na'vi (Dndified) Traits
As a Na'vi, you have the following racial traits.Creature Type
You are a Humanoid.
Size
Your size is Medium.
Speed
Your walking speed is 35 feet.
Arboreal
You have a climbing speed equal to your walking speed.
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 discern colors in that darkness only as shades of gray.
Neural Queue
As an action, you can extend your neural queues to make a bond with one beast or vegetation that is friendly to you or charmed by you within 5 feet. An unwilling beast must make a Wisdom saving throw. On a failed save, you establish a telepathic link and the beast is charmed by you for 1 minute. If you move more than 5 feet away from the linked beast or vegetation, the link is severed. The DC of the save equals 8 + your proficiency bonus + your Wisdom modifier. You can dismiss this effect on a beast as a bonus action.
Through the link, the beast or vegetation can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. If you or one of your companions harms the target, the effect ends. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Once you use this trait on a beast, you can’t use it again until you finish a long rest.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature’s Intuition
Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
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