Homebrew Althraci Bound Species Details

 

Drow Heritage:

Drow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. The Drow that became Althraci were of a exile tribe dedicated to Seladrine.

Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.

No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.

Orc Heritage:

Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in darkness.

Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way.

The Orcs that became Althraci were druids who trained to embrace life and deny the curse of Gruumsh.

The Althraci-Binding:

The Althraci tell of a tale in their history that once they were a kingdom grown out of a large cave entrance that Saladrine Drow called home after being exiled from deeper in the Underdark. The Orcish druid circle and their people met them during a particularly harsh winter and their people were bound by survival, not long after they would be bound by common beliefs, then common home, then a common love. The kingdom flourished for a short while before their peace was shattered when the Orchish god Gruumsh called on the orchish blood to revolt and destroy their new found home and families, in refusing their makers call they hid deeper into the cave where ancient spiritual magics from a gap in reality began to shied them. The spirits of their ancestors had grown a nexuses of ethereal energies and foresaw the coming blinding enemies of the divine and otherworld's colliding and made the Althraci bind to a new oath to watch and protect this world and all life from the coming oblivion. 


Althraci Bound Traits:

Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 30 feet

As an Althraci, you have these special traits.

Relentless Endurance

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Darkvision

You have Darkvision with a range of 60 feet.

Adrenaline Rush

You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Elven Lineage

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Elven Lineages
Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

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