Homebrew Avali Species Details

a Spelljammer Spacefaring Race

Nestled next to a gas giant, an unassuming icy moon known as Avalon stirs quietly with activity. The thick clouds shroud the cold rock from the outside, but the world churns away. Life flourishes within the dark, cold moon, both familiar and alien. Indeed, life had found an unusual spot in the large galaxy. The moon turns as the creatures that inhabit it continue about their day, none the wiser, as this has been their home for eons. The clacking of talons and fluttering of feathers can be heard, muted only by the wind and the swaying of alien plant life. Creatures scurry across the ice and snow, followed by machines of steel and plastics. Technology, whirring calmly across the world, thoroughly cemented and operated by a small race of ice raptors who call themselves Avali. The Avali continue about their day, no different from any other. The inhospitable cold means nothing to them. The Avali push through the sharp winds and dense snow as if it wasn't there. They live here. They evolved here. To them, it's like a warm day at the beach. The Avali are small, feathered creatures that evolved to have complex problem-solving skills. Resembling a lot like raptors, Avali also have two pairs of ears, which they use to navigate their world. While they have eyes, their primary sense involves their ears. These ice raptors are frequently found in packs. They have developed and harnessed technologies that have pushed them into space, allowing for the extraction of resources within their star system. Their cute appearance has made them unassuming to most onlookers; however, their razor-sharp talons and teeth are not underestimated.

Chemistry

At the core, Avali are a carbon-based creature that has evolved on a frigid planet with low light. Their blood is a mixture between water and ammonia. It’s based heavily on copper, instead of iron, at 2:1. This results in their blood and flesh a purple to pale-purple hues. For breathing, an oxygenized environment is required for survival, with no less than 18% enrichment. Furthermore, Avali need to be in climates with cold temperatures, with the operating range being -35°C to 2°C, or -31°F-37°F. The core body temperature for an Avali is close to -7°C.

Thus any Avali seen outside of a pressure suit has been augmented in some way.

Avali Packs

A lone Avali has incredible difficulty making decisions on their own, always looking for approval from the pack when making decisions. Truely exceptional Avali are the ones that make decisions for the Pack

Avali have a need to Bond with one or more intelligent creatures and treat them as Packmates, Humans call this being Besties, or “Before Anyone Else”

Mechanically this means an Avali must go through a Ceremony (the spell) in order to bond with 1 to 3 adventurers and do their very best to be near them all the time, from adventuring to living together to even sleeping, Everything becomes a pack activity. This should be considered a very special ceremony similiar to to Marriage, til Death do you part.

These chosen adventurers are the only ones that can count for activating your Avali Pack Tactics. Changing packmembers risks packloss…

Pack loss

Is a mental Disease experienced by the Avali after losing a member of their pack, either from seperation or loss. This can happen immidately or after a stressful situation (player choice) and Mechanically this means a roll on one of the Insanity tables depending on the Severity.

the Effects of Packloss don’t just disappear upon a packmembers revival either. The bond was broken and Resurrection is literately Magic to Avali although it could be theraputic to say the least.

Dealing with packloss shouldn’t just be “5dtp spent in the hospital” but something the Avali has to go through.

Avali in Roleplay

Avali are not meant to be the overly clingy girlfriend, or a clique generator. But more of a means to an end story generator. Everything is a pack activity is not an excuse to ignore what your packmate actually wants, even if its space and alone time.

 

Avali as Adventurers

Avali were considered a “Secret Race” and are one of many on the Server

De`Seran’s Server lore requirements to play as an Avali are as follows.

Avali are Encouraged to be played as Nonmagical, gaining their abilities through technical or magical ways.

Avali are Encouraged to chose the feature from the Noble background to have Retainers as Packmates. These Packmates are considered Companions

Avali (and other secret races) Require a Mod approved Backstory, and the Agreement of understanding of the lore associated with being in a Pack (for their pack tactics to work)

i.e. Every orginal Avali Pack member back in the day were Niri’s spelljammer crew coming to rescue her. (Netiri, Naru, Kokiruu)

Avali Traits

Avali are Encouraged to be played as Nonmagical, gaining their abilities through technical or magical ways.

Avali Pack Tactics

You have advantage on an attack roll against a creature if at least one of your Pack members is within 5 feet of the creature and the Pack member isn’t incapacitated.

Raptor's Talents

 You can use your Bite, or use the Talons on your feet, to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike

Quad Aural

You have Four ears, you have Advantage to Perception (hearing) checks

Nearsightedness

You have Disadvantage on Perception (sight) based checks

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.

Avali Down Feathers

You are resistant to cold damage.

Avali Wings

As a bonus action, you can jump and glide a number of feet equal to five times your proficiency bonus. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Alternatively you may use this ability as a reaction to falling more than ten feet to reduce the damage by the same number.

(This counts as having the glide trait for the purposes of feats)

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