Homebrew Draenei Species Details
Society: All Draenei are raise with a deep reverence to the naaru, their spiritual guides and protectors. Draenei societies are led by prophets, chosen by the naaru to communicate with the people. The draenei believe they are the chosen and favored people of the immortal naaru, a race of pure energy and light (or shadow void). Draenei respect and revere the naaru but do not view them as gods; rather, as wise and powerful teachers who deserve the utmost respect. The void naaru (or dark naaru) are equally feared.
Origin of the Naaru: In the primordial era following the birth of the universe — a result of the clash between the Light and Void — shards of fractured Light occasionally gathered in the Great Dark Beyond and formed clouds of Light from which powerful beings emerged, among which were the benevolent naaru. When the naaru gazed out across the universe, they saw limitless possibilities and decided to use their mastery over holy magic to nurture life and hope throughout the cosmos. The prime naaru were the first naaru to be forged during the great ordering of the cosmos. Archmages researching the draenei have found an ancient cosmology tomes containing passages indicating that the prime naaru may have been created by Elune (the moon goddess) during the great ordering of Light and Shadow.
Arrival: The draenei (meaning Exiled Ones in their own tongue) are a faction of uncorrupted eredar who fled their homeworld of Argus to escape the corruption of the demonic Burning Legion. Led by their prophets and guided by the divine Naaru, they traveled throughout the cosmos in search of a safe world to settle on, eventually landing on a planet they would come to call Draenor, or "Exiles' Refuge". For centuries, the draenei lived in relative peace with Draenor's native orcs, until agents of the Burning Legion found them. As the orcs were corrupted by the Legion, the draenei were slaughtered en masse and driven into hiding. Eventually, they managed to escape Draenor on the Exodar, a vessel of the naaru fortress of Tempest Keep, crash-landing on this world. Their vessel crashed on a remote isle where they tended their wounds, gathered their lost, buried their dead, and started a new beginning. After decades of attempting to repair their ship, they realized this island (and the surrounding islands) did not hold the precious crystal elements (arkonite) needed to power their craft. The draenei leaders commissioned expeditions to venture out into the world to search for arkonite but all returned without a single shard; however, their journeys were not fruitless. Many returned with new friends and strong alliances including races of men, elves, dwarves, and many others.
Draenei Technology: At the core of draenei technology are arkonite crystals, elements native to their home world and not found locally on their new home world. Most of the arkonite is held and protected in the great draenei cities of Shattrath and Auchindoun, the two largest cities in their now home isle, Azuremyst Isle. These purple crystals channel and store arcane energy. They are used to power everyday items in draenei society. They power arcane devices such as shields that protect entire towns or fortresses, they store knowledge in their libraries in the form of sentient visions, librarians who recite song and poetry to teach history, technology, art, and religion. Though draenei do not distinguish between these subjects, they have learned that other races do and speak of magic, religion, art, technology, and history in the context that other races find comfortable.
Draenei Traits
Draenei are highly spiritual creatures.Ability Score Increase
Your Wisdom, and Charisma scores each increase by 1.
Age
Draenei begin adulthood between 20-35 and can live to be over 25,000 years old.
Alignment
Draenei are a virtuous race, tending heavily toward good alignments. Evil are often the result of external corruption.
Gemcutter
You are proficient with jeweler's tools and have advantage to spot any fake gem.
Gift of the Naaru
You may use your bonus action to heal a creature you can touch for 2d4 health. The amount healed is automatically applied again at the start of your next turn even if you are incapacitated, banished, or reduced to 0 HP. The healing cannot affect undead or constructs. You cannot use this ability again until you finish a short or a long rest.
At higher levels: The amount healed is increased at level 5 to 3d4, level 11 to 4d4, and at level 17 to 5d4.
Heroic Inspiration
On your turn, you can use a bonus action to inspire heroic resolve in your allies. Choose any number of creatures within 30 feet of you that can see or hear you. Within the next 10 minutes, when an affected creature makes an attack roll or saving throw, that creature can choose to roll a d4 and add the number rolled to the attack roll or saving throw. When it does so, this effect ends for it. If an affected creature does not choose to roll the d4 within 10 minutes of becoming affected, the effect ends for that creature and the die is wasted. Once you use this trait, you can't use it again until you complete a short or long rest.
Shadow Resistance
You have resistance to necrotic damage.
Languages
You can speak, read, and write Draenei, Common and Orc.
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