Homebrew Vorel (WiP) Species Details
A mix of Ancient Bronze Dragon and Grass Elven blood, born through divine intervention by the goddess Naithe (A goddess of Purity and Hope), called Vorel, or "Beautiful", in draconic. This name was given to them by Yskalvardin'do'Wynvaer, the True King of Laruv (Bronze Dragon), perhaps in respect to old gods, perhaps not. Perhaps it was destined to happen.
These beautiful creatures are part of the Royal Bloodline of Laruv. Due to their two heritages, their builds widely vary between individuals, with some leaning more towards their lithe, grass elven heritage, while others lean farther along their draconic bloodline, becoming hale and strong.
Due to the psionic nature of Grass Elves, the Vorel have special traits involving such between subraces.
The purest breed of the royal bloodline are in perfect duality with both heritages. These will be referred to as 'The Pureblood' subrace. The Purebloods are the least numerous of the three subraces, due to the restrictions of birth.
This race has a tendency towards sub-racial dimorphism, though it is not a hard set rule of their biology. Sub-race tends to take after the respective parent that they are 'most like'. Females are more commonly Children of Guinevere, and males are more commonly Children of Wynvaer. Purebloods are usually born as one male and one female. Across the subraces, androgynous appearances are uncommon but known to exist.
Purebloods are exclusively born as twins or triplets.
The sub-races within jokingly refer to each-other as 'Grass Dragons' and 'Bronze Elves'.
It is out of respect that they do not give the Purebloods a jestful name.
A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.
Religion, Sociology, and Society:
Vorel typically offer respectful worship to Naithe, who has been midwife to Guinevere through every pregnancy in the past recorded 3000 years, and for a few millennium before the recording of history... They think of her as one of their mothers, because in a way, she is.
They also tend follow the doctrine of The Principle of Three, along with the rest of the Laruvian nation. As there are no strict rules for what gods one may worship, they are all beholden to their own choice in diety at the end of the day. One must always remember that a Laruvian's sense justice is strong, and understand that any cruel act one commits will be met with 'equal' punishments, if ones only excuse for cruelty is zealotry for a god. The law still applies to 'royalty' as well, by Wynvaer and Guinevere's sanctioning.
Vorel are all considered to be royalty to the Laruvian Empire, but truly tend to lead about the same lives as the people around them. As all in Laruv are equals and family, royal blood generally holds no position of power over common folk. Most do not consider themselves above any of the other races or people. Many take up mantles as adventurers or artisans. The only ones actually recieving special treatment are the Pureblood Vorel, and it is known that this is due to their sensitive natures and the rarity of their birth, as compared to other Vorel.
Most Vorel enjoy traveling, and being on the open trail, especially alongside the sea, having a wanderlust at heart. They typically find people out in the thickest parts of the world to be the most exciting they know.
Height, Weight, Age chart calculations:
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Vorel of Wynvaer
tend to be the largest of the race's varying sizes, heavier than the siblings who take after their mother, and usually taller.
Their natural density makes up a fair portion of their weight.
Adult males are generally between 6' to 8' tall, while adult females are generally between 5'8" and 7'5" tall.
Males tend to weigh between 300-500 Ibs, females tend to weigh between 250-460 Ibs.
These are the healthy, average weights and heights of Vorel of Wynvaer.
Children of Wynvaer age as dragons do.
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Vorel of Guinevere
aren't the smallest of the three subraces, but they are the lightest. They are smaller than Vorel of Wynvaer, as they tend to resemble their grass elven lineage moreso than their draconic lineage.
These Vorel are not as naturally dense as their siblings, thus weighing far less.
Adult males are generally between 6' and 6'10" tall, while adult females are generally between 5'8" and 6'6" tall.
Males tend to weigh between 140-300 Ibs, females tend to weigh between 120-250 Ibs. This weight fluctuates with the amount of draconic in the bloodline, for the heavier.
Children of Guinevere age as grass elves do. (Very long childhood, immortal to the effects of time.)
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Pureblood Vorel, despite being equally draconic and elven, tend to be the smallest of the family, which remains an unexplainable genetic anomaly.
While these Vorel are somewhat denser than their elven siblings, they tend to be shorter and less physically inclined.
Adult males are generally between 5'7" and 6'2" tall, while adult females are generally between 5'2" and 5'10"" tall.
Males tend to weigh between 180-350 Ibs, females tend to weigh between 140-300 Ibs.
Pureblood Vorel age much more slowly than most races. They are infants for slightly over 5 years, toddlers for 25 years, children for 30 years, and adolescents for 50 years. Shortly after reaching adulthood, they cease to age. Compared to humans, they would only ever look to be around 28 at the most extreme. Most tend to look between 23 to 26 years of age.
Vorel (WiP) Traits
This race is a WiP. The three subraces are split as Mind, Body, and Soul, all with different traits and abilities.Keen Senses
You gain proficiency in Perception
Darkvision
You gain Darkvision to 60ft.
Telepathy
You gain Telepathy to 30ft.
Psychic Sensitivity
You gain Psychic Sensitivity.
Within the range of your Telepathy, you notice psychic activity. You may not know the exact effect, but you get a gist of the location.
+1 Any Stat
A single stat point.
Lightning Breath
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you move at least 200 feet. This ability recharges based off of kinetic energy.
Draconic Ancestry: Bronze
You gain a breath weapon, Lightning Breath.
You also gain lightning resistance.
Children of Guinevere (Elven Vorel) "Bronze Elves"
Those of the Vorel who share more deeply in their grass elven heritage than the draconic within them. These Vorel are mentally stronger than their draconic counterparts, and retain many more elven features.
These Children still retain trace amounts of draconic features, such as small patches of bronze scales, and horns.
Their features are slightly more robust and durable than the original form of grass elves.
Ability Score Increase
+2 INT , +1 DEX
Strong of Mind, Weak of Body
Children of Guinevere are always proficient in Intelligence.
Inversely, Children of Guinevere take disadvantage on raw Strength rolls. (Athletics doesn't take debuff, damage ratios remain the same.)
Gaining Proficiency in Strength by any means removes the disadvantage, but does not grant proficiency in Strength.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Psychic Palm
Permanent "mage hand". This psychic force's strength score is calculated as: [(Psy Palm's Strength : Vorel's Intelligence) {( 1/4 : 1 at 1st Lvl), to ( 1/2 : 1 at 4th Lvl), to ( 1 : 1 at 8th Lvl), to ( 1 & 1/2 : 1 at 12th Lvl), to ( 2 : 1 at 16th Lvl), to ( 3 : 1 at 20th Lvl)}]. To a distance of 30ft, increasing to 60ft. at 10th level.
This is a psychic effect. With training, this effect can increase in strength and distance by DM discretion. This can also work inversely, if the ability is neglected. This should take the course of at least a month, either way.
Starting at third level, you can strike with the psychic palm for 1d4+Int Force Damage, using your intelligence modifier to hit. Every three levels, this ability increases in damage by one die. Every 6 levels, the damage die is increased by one category. (1d4 at 3rd, 2d4 at 6th, 3d6 at 9th, 4d6 at 12th, 5d8 at 15th, 6d8 at 18th.)
Upon reaching 10HD, the Child of Guinevere gains the ability to cast Bigby's Hand to empower their Psychic Palm. They do not need components to cast this spell. This is a Psychic, telekinetically based Effect. They may do this Int Mod times per short or long rest. After empowering your Psychic hand in this manner, it once again requires an action to use.
A telekinetic tendril that grows out of a Child of Guinevere's back, from their heart.
(I apologize if the description is wordy, I was doing my best to balance this to a reasonable level for party play.)
(Brief Description for strength ratio: If a level 1 Vorel with 18 Int uses their Psychic Palm, it effectively has a strength score of 4. This is SOLELY for purposes of lifting/restraining objects. At level 4, a Vorel with 18 int has a psychic palm with 9 Str. At 8th level, this would be 18. At 12th this would be 27. As most characters are not expected to make it to level 20, this should not be a problem, and realistically should only affect carry weight. Damage done while restraining someone is based off of your damage die.)
Resolve of Mind
You gain resistance to Psychic Damage OR Force Damage.
This effect replaces the damage resistance gained by Draconic Ancestry.
Children of Wynvaer (Draconic Vorel) "Grass Dragons"
Those of the Vorel who share more deeply in their draconic heritage than the grass elven within them. These Vorel are physically stronger than their elven counterparts, and retain many more draconic features.
These Children still retain trace amounts of elven features, such as small patches of soft flesh in intimate and delicate areas, such as the backs of their knees and insides of elbows and armpits, for common examples.
Their features are slightly more delicate and elegant than the original form of Dragonborn.
Ability Score Increase
+2 STR , +1 CON
Athletic
You gain proficiency in either Acrobatics or Athletics.
Amphibious/Aquatic Dragon
Able to breathe on land and in water. Swimming speed 30ft.
Repulsion Breath
The Vorel exhales repulsion energy in a 30 ft. line. Each creature in that area must succeed on a DC (12+ Vorel's Con Mod+Prof.). On a failed save, the target is pushed 20 ft away from the Vorel. Uses are shared with Lightning Breath.
As something closer to a Half-Dragon than a dragonborn, you have access to a little bit more of the power in your blood. You can use your breath weapon to shift the polarity someone's magnetism away from yourself, effectively pulling them away from you.
(Not sure if the effect is magnetism or not, but it fits with electrical themes.)
Change Shape
Upon reaching 10HD: Ability to Change Shape to a Bronze Dragon, with a CR equal to half of your HD. This can be done 2+Con Mod times per Long Rest. One Use is recharged by Short Rest. This change lasts for 10 minutes per use, and can be ended as a full round action. This becomes faster at HD14, only taking a single action.
(This trait is subject to edit.)
Pureblood Vorel
Those of the Vorel who share perfectly in both sides of their lineage, they are beautiful creatures of elven grace and draconic elegance, featuring traits of both races in perfect harmony. These creatures are secretly blessed by Naithe when they are born, to protect their more delicate minds from early life.
These Vorel are the most delicate and frail of the three types, and tend to be aspected towards soul, over mind or body. Their senses are generally much more sensitive and sharp, leading them to be less physically inclined.
Unlike their Elven siblings, they have need for sleep, baffling the minds of Guin and Naithe, while Wynvaer laughs from the deepest snooze.
These Vorel's minds are more sensitive to outside stimuli, unlike the other Vorel. Sleeping is the only time they can rest their empathic sense, and it also gives them a respite from constant outer stimuli. Being awake for too long affects them more greatly than most other races.
Their empathy leads them to more deeply understand and communicate with the people around them, though these heightened senses come with a cost.
Even though all Vorel were born due to a divine intervention, the Purebloods remain an anomaly comparative to the other subraces, due to the unique traits they exhibit.
It is not uncommon for Pureblood Vorel to experience birthing troubles or complications, such as preterm delivery or low birth weight.
DISCLAIMER: This subrace is the 'strongest' of the three, though they are generally non-combat oriented. This race is designed with heavy RP elements in mind.
Ability Score Adjustment
+2 CHA , +2 WIS , -2 STR or CON (Or -1 on both)
Draconic Resistance: Bronze
You gain Resistance to Lightning Damage.
Fey Ancestry (Lesser)
You have advantage on saving throws against being charmed.
Magical effects can still put you to sleep.
Vision Beyond Sight
You gain Tremorsense to 20ft.
You gain Blindsight to 10ft.
Improved Keen Senses
The overly delicate senses of a Pureblood Vorel gives them expertise in perception, though this comes with a drawback. Any sensory overstimulation experienced by these Vorel can be debilitatingly intense to them if they are not properly prepared, causing things such as strong odors to leave them nauseated longer, or bright flashes blinding them longer, sharp sounds deafening them longer... to pay no mention to pain and pleasure.
-When taking sensory based status effects, extend the duration by 1 round. When taking damage from any source, take 1/2 your level as bonus Psychic Damage.
Due to this trait, many Pureblood Vorel commonly experience Sensory Over-stimulation in everyday life when unprotected by magical means.
Most Pureblood Vorel rely on magical trinkets and accessories to guard their ears and eyes.
Empathic Sense
The natural psychic power of the grass elves, mixed with a special bond between twins, and the mingling of Naithe's divine essence, allows these individuals to sense a persons emotions, over simply reading their thoughts. This gives them both proficiency and expertise in the skills Insight and Handle Animal. This effect is extremely difficult for a Pureblood to control, and is always active as an aura within 20 ft. of themselves.
When surrounded by larger groups, this effect can be overwhelming to a younger Vorel's senses.
-This comes with a drawback and boon: (This content may be cut at a later date if too unbalanced.)
Sheltered from Birth: If being intimidated by someone, you know when they really mean it, and the malice is overwhelming. You take disadvantage against intimidation checks if they're prepared to carry out their threats. You lose this disadvantage at HD3, as it becomes the ability 'Sense Enmity'.
Sense Enmity allows the Pureblood to feel a persons malicious intent towards themselves, and the general direction it comes from if from an unknown source.
Up to Cha Mod (Min 1) times per long rest, know if someone harbors malicious intent towards you, intends to harm you, or is angered by your presence, within 60 ft.
The overwhelming of a Vorel's senses should only happen in clusters of 5+ highly emotional people, or about 10-15 "normally" emotional people. (Highly emotional counts as anguish, ecstasy, wrath, etc. Simpler emotions such as joy, lust, or anger count as 'normal' emotions.) (1 'Highly Emotional' person generally counts as 2.5 'Normally Emotional' people.) This estimate is for a level 1 Pureblood. I would add 3 'normally emotional' people per level, if actually scaling this, though this is at player/DM discretion.
This sense is slightly overridden by combat, though the Pureblood would be able to feel another person's fear as they lie slowly dying in a pool of blood... Your reactions to things like this are all your own though.
Empathic Influence (HD 10)
Upon reaching HD10, the Pureblood gains the ability to exert control over another person's emotions. They can affect a target with the effects of the following spells: (Cha mod/day)
This is a psychic, emotionally based effect. Wis Save DC: 9+Cha+Prof.
The range of these effects is equal to that of the Pureblood's Empathic Sense: 20ft.
Spell Level is equal to one-third HD. (Level 10 casts Level 3 spells, level 12 casts level 4 spells, etc.) This should be roughly equal to the progression of a paladin or ranger's spellcasting power.
-Calm Emotions
-Charm Person
-Charm Monster
-Confusion
-Fear
-Rage
-Heroism
-Sleep
-Zone of Truth
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Posted Apr 18, 2019The wording of the Psychic Palm's HD10 enhancement spell is sloppy and I apologize for that.
"Upon reaching 10HD, the Child of Guinevere gains the ability to cast Bigby's Hand to empower their Psychic Palm. They do not need components to cast this spell. This is a Psychic, telekinetically based Effect. They may do this Int Mod times per short or long rest.
After empowering your Psychic hand in this manner, it once again requires an action to use."