Homebrew Djoann Species Details
Characteristics: Small race with slightly animalistic features that change to fit whatever environment they find themselves in, typically adventurous and knowledgeable about at least one topic which is known as their "calling"
The first known Djoann came from fantastical sections of nature: lush caves hidden deep beneath the earth, sections of desert abundant with life, and warm pockets found on snow covered peaks. Wherever nature seemed to be performing the impossible, the Djoann made home. These small creatures seem drawn almost against their will to the incredible. For those Djoann that live within common society, their fearless nature led to the majority of their number becoming adventurers. There are plenty more that remain in secluded living communes in the fantastical biomes in which they were first found. Regardless of location, every Djoann seeks something specific in pursuit of progress and adventure.
Many of them turned to treasure hunting, specifically ancient artifacts, said to be lost to time with their names all but forgotten. But, Djoann have an advantage in this endeavor as they can commonly live well into their fifth century with some even living to the ripe age of 800. With closer access to eye witness accounts of lost treasures and an innate love of story telling, the Djoann can find items that other humanoids, with their short life spans, believed to be lost forever. They have very close knit nuclear families and it’s not uncommon to have four generations of Djoann sharing the family home. Although, with their love for adventure it can often be left unattended for long periods of time.
Without exception, the Djoann all have an individual calling, a hyper fixation to conquer something they find to be utterly fascinating. Most Djoann find their calling by age 25. They find what they will spend their life doing based on stories passed down by their family and go after their goal with fervor. Treasure hunting has been the most popular calling for eons, requiring a Djoann to find or research a specific artifact or hoard of treasure, but a calling can be anything like inventing a new kind of magic or defeating a dragon in one on one combat. Only after their endeavor is done do they have a choice: seek a new adventure or retire to teaching the next generation about that which they’ve either learned or seen first hand. It is believed in Djoann culture that any who die before completing their goal, even if it’s their second calling, cannot find peace in the after life, so choosing a second calling is considered a risk. For this reason you will find many Djoann teaching at adventuring school and renowned universities despite their small number.
Djoann are among the smallest populations of humanoids in the known world. It’s hard to track their full number given some of them remain in isolation in the most extreme climates, but they’re estimated to number in the high hundreds or low thousands. A combination of factors such as their proclivity for danger, poor sociability, late maturation, and small size have contributed to the population of the Djoann remaining small, yet it does seem to be growing slowly
Djoann Traits
Traits:Dauntless Spirit
Djoann jump head first into dangerous situations and naturally find themselves resistant to certain conditions. You are immune to the Frightened condition and have advantage on saves against the charmed, paralyzed, or stunned conditions
Darkvision
60 foot bright/60 foot dim
Active Scholar
Your adventurous nature and innate knowledge of history passed down through the generations has served you well. You gain proficiency in two abilities of your choice from: Acrobatics, Athletics, and History
Ancient Connection
You harbor a mystical connection to magical items through stories and nature. At third level, once per long rest, as a Magic action, you may stretch your senses out to a range of one mile in an attempt to sense magic items. When you do so, you know the approximate distance and direction of one magic item that is not being worn or carried within 100 feet of you from the time of casting. This sense lasts for ten seconds and will not track the item if it moves. If there are multiple magic items that would be shown from this effect, you will know the location of either the oldest or most powerful applicable item, DMs choice. You may expend a spell slot of any level to use this feature again.
Studied Master
Your knowledge of information surrounding your calling is unquestioned. You may add your History bonus (minimum of +1) to Persuasion or Deception checks when speaking to someone regarding your calling. Additionally, you have advantage on History checks to recall information about your calling.
Ability Score Increase
When you select this species, you may add 2 to any of your ability scores and add 1 to any other ability score
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