Homebrew Aetherwisp Species Details
A Shimmering Light
Aetherwisp's glowing markings glimmer in the darkened areas of the world; shedding light into the unknown. While the glow of most Aetherwisp is inherent to them and involuntary, some have grown to own and control this trait, controlling it at will. Be it as it may, one can tell their mood by looking at the tint present in their light. Each individual's light will correlate to their emotions in a different way, but generally, the more intense the emotion, the brighter it will shine.
Fight & Flight
Their wings are a product of their attunement to magic; Aetherwisp have always preferred peace to war, but in the times before the Great Nexus they had no choice. As the conflict perdured, they became stronger and forged allies and bonds. Thus, their knowledge of magic grew and expanded; eventually seeping into their very souls. An aetherwisp's wings can meld and warp at will, creating shapes as inconspicuous as cloaks and turning right back into their wings. The hardened light they're made out of, however, is fragile, and can easily be disrupted, preventing Aetherwisp from staying aloft as their wings recover.
A Mythical Insight
Aetherwisp have always followed in their magical traditions in Alphyum, within the Aether Grove; their ideologies of non-violence have led to many advancements in medicine and diplomacy, these creatures seldom tolerate chaos or injustice, and step in whenever necessary in the face of abuse. Their light magic allows those with the required expertise to mend wounds and relieve pain. Their culture continues to proliferate in contact with many others; which led them to include many languages in their education. The Aether Grove's ever-expanding society communicates with their draconic and fey neighbours on a regular basis, inducing cooperation in many projects, be it commercial or otherwise.
A Gateway to the Unknown
Aetherwisp reside in the Aether Grove, within the bounds of Alphyum, a small country neighbouring Aszenthia - the realm of beasts - and Elvenux - the realm of elves. One of five major nations in Oblivion, along with the aforementioned two, Fjord, and Ultima. Their collaboration with the Dwarves in Fjord was followed with the creation of the Grand Teleportarium in the farthest reaches of Elvenux's freezing mountain ranges. This is the only connection between their plane of existence and that of this world.
Aetherwisp Traits
The Aetherwisp society allows their members to achieve not only great education, but also attune their spirits to magic.Ability Score Increase
Your wisdom score increases by 2. Your intelligence score increases by 1.
Age
Although Aetherwisp reach physical maturity at about the same age as humans, their magical nature allows their bodies to transcend typical human bounds to about thrice their longevity. Thus, their perspective of time is warped to reflect this, they would rather spend hours on one topic than let it go to waste in favour of saving time.
Alignment
Aetherwisp are often peace-driven and fair, leaning away from chaos. Few corrupted ones ever dare follow the path of evil.
Flight
You can use your wings to hover up to five feet above the ground, your flight won't allow you to go higher, as the stress on your wings will force them to retract. This allows you to bypass ground-level traps (such as pressure plates, ball bearings or caltrops)
Luminescence
As your spirit swells with magic, your body starts to emit a faint light that intensifies as your emotions do. The colour can reflect your mood or be changed at will. The intensity of the light created may not exceed 5 ft of bright light or 15 ft of dim light (including bright light).
Size
Aetherwisp range from 3 ft to 4 ft in height; and tend to have slim builds as to help with flight. Your size is Small.
Speed
Your base walking speed is 30 feet.
Sight of The Grove
Accustomed to twilit forests in the Aether Grove, you have superior vision in dark conditions. You can see in dim light within 60 feet of you as if it were bright light; and see in darkness as if it were dim light; however, you can't make out colour in darkness.
Magical Hardening
Your spirit swells with magic, accustomed to dealing with magical artefacts and spells, you grow attuned to them, gaining resistance to radiant and necrotic damage. Additionally, once per long rest, you can react to a single spell attack directed towards you and absorb it, recovering half of the spell's damage (ignore resistances and vulnerabilities, minimum of one) as health.
The spell's damage type must be Radiant, Necrotic, Acid, Fire, Cold, Lightning, or Thunder. You can't absorb Poison, Psychic, Force, Bludgeoning, Piercing, or Slashing damage using this feature.
Languages
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Additionally, your education grants you access to either Sylvan or Draconic.
Sylvan is often seen as the language of nature, as its speakers are often nature spirits and creatures. The language itself is fairly old and has changed very little throughout the ages. It flows easily, similarly to elven; in fact, many linguists believe that the elven language is derived from Sylvan. Although it uses the elven script, the language is hardly ever written.
Draconic is the language of dragons, though dialects are spoken by reptilian creatures as well. It is unknown if this is because such races are descendants or were formerly slaves to the dragons (or both) in ages past. Draconic utilizes its own alphabet; the draconic runic system. Designed to be written with claws, draconic symbols utilize three lines each. The language itself is among the oldest, second only to the primordial language. It has changed very little throughout the ages. Because of the close relationship between magic and dragons, apprentice wizards are often proficient with the language. Spoken draconic relies on hard consonants and sibilants that sound like hissing, like sj, ss, and sv. It also heavily features throaty, almost guttural, sounds akin to clearing one's throat.
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