Homebrew Wanderer's Avatar Species Details

"The children of my making are looked upon by the races as wise, well-knowledged of worldly events. They are smart, wise, and cunning, but good above all else. Only fools seek to change the perfection in my own making. My avatars are these perfections given form, just as my other races. After all, what is more perfect than creativity?"

 

Chimerical Creations

The Avatars of the Wanderers are fragments of the Wanderer's essence in which only 30 can exist at a time. They are usually duos, when meeting up with another of their kind, though it is rare. When born, they are recreated to better suit their needs and desires, molding their bodies and forms to take on many different shapes and forms, though staying relatively humanoid, with naturally formed tattoos that describe their own personalities and traits. They can have feathers, scales, multiple body parts or extensions, and other animal and beast like physical features. The main physic that applies to them are their pale-white skin and blackened hair. No Avatar looks the same, and they all have varying mindsets. Avatars are born from reincarnation into a pregnant member of any of the Wanderer created race, and if they were to become pregnant, the child born would be a child of the race they were born from. They are either given a name, normally by their birth tribe, or choose one at a later age. Those names are usually something like Ogon, Lew, or Kumpel. The name does vary the place of origin as well, so one could say that their names can also be very unique.

Culture of Travels

They travel very nomadically, due to their divine nature of searching for new knowledge and cultures of their "Wanderlust" around the age of 12, in which they leave their village of holding. On that day, the village celebrates a Wanderlust Festival, in their own cultural ways. After this, Avatars scour continents and planes to gain as much information on life, death, culture, celebrations, and traditions, between the many races and creatures of the universe. They use their knowledge to share stories with others to help expand information on cultures to a variety of creatures. This persists throughout their entire lives. They spent a lot of their time helping others, in which to show much of their usefulness in many situations that would warrant their skillset. Their essential role presented by the Wanderer is enjoy their lives the best way they know how, which would be learning and celebratory tradition of their own making. They find allies and companions to aid and join on their adventures and lively quests. Most have their own principles on how they live or what they do gain that joy they want to achieve, which makes them perfect for long-term journeys. 

Kula Wędrówki

The Kula Wędrówki is born from the Avatars upper-spine, around the Avatar's adolescents. This object represent a portion of their soul and takes on the form of the Avatar's desires and personality, though it retains it's center shape. It appears as a spherical orb that float around it's the avatar, like an noisy yet cheerful creature, constantly talking about what it's thinking and floating around closely. It hovers to things it finds great interest in, and give it's own feedback on what's displayed to it. It grants it's Avatar special abilities that allow them to cast spells, though it is limited. It also grants them an ability to see in the darkness by adjusting their eyes to Flow of Magic, in which they practice and master through their childhood. Some Avatars are quite unfortunate to where their Kula is destroyed, where by combat or an unfortunate string of events. This taxes the Avatar significantly, as they feel are sharp pain jut through their spine while a sudden sense of dread fills their mind, feel as if they had lost an irreplaceable family in their life. While the Kula is destroyed, the Avatar loses all abilities granted by the orb. This dreadful feel gives them an unquenching throttle to fix their lost ally. Only healing magic can fix the Kula, as it has to be bound back to the soul. Even spells like the Mending cantrip can be used in this way. Such a process is time consuming, but must be done at least once a day. Once restored, it will bounce freely in the air, give great thanks to those who were gracious enough to bring it back from the brink of death. After this awakening, the Kula sticks to it's Avatar for an obsessive but short period of time, wanting to know what it might have missed while being gone for so long, even if for a short amount of time. High magics, such as resurrection magics, can half the time it takes to restore the Kula, and it shortens the obsessive periods they take.

Wanderer's Avatar Traits

The Wanderer's Avatar has capable qualities to hep it protect it's allies, via its Kula which gives it a great number of advantageous abilities against their foes.

Ability Score Increase

Your Intelligence, Wisdom, and Charisma increased by 1.

Age

You are born from another race, created by the wanderer, and you mature very quickly. You reach maturity at the age of 12, and live indefinitely, usually until killed by an unfortunate event. 

Alignment

Their kind nature influences their mindset. Avatars are good aligned creatures which can vary from lawful to chaotic.

Size

Avatars vary widely in height and build, from 3 feet to well over 6 feet tall. Regardless of your position in that range, your size can be Medium or Small.

Speed

Your base walking speed is 30 feet, and you have an innate flying speed of 10 feet.

Kula of Wandering

Your Kula is a part of your very soul and being. When you feel emotions, it feels those emotions as well and vice versa. It is formed from your back, and it usually lingers around your back area for most of the time, when it doesn't wander around. When it is lost or destroyed, you are feel with a dread and a need to fix it without hesitation. It is you, and you are it.

The Kula's form varies, depending on the avatar that has it, usually suiting that persons ideal concept of it, though it still retains it's spherical like structure in the center. It can talk to you and floats around very joyfully up to 30 feet away. Only avatars can understand what it says. To others, it can sound like anything like whistles, ringing, beeps, etc.

Your Kula gives you an active darkvision. The Kula can also make a melee attack with +5 to  hit, dealing 1d4 bludgeoning damage.  It also gives you two cantrips and a 1st level spell of your choice from any class. It hovers around you up to 30 feet away in any direction at a hover speed of 30 feet. It has 5 hit points(per class level). When your Kula is destroyed, you are dealt 1d4+4 necrotic damage, and cannot use this feature while while it is destroyed. To fix your Kula, it must be healed via spell magic for 1d4+1 days. This includes the mending cantrip. At 6th level you can use your Kula like a Sending Stone that lasts for 1 minute. It will be able to travel up to 500 feet away when it is to others. At level 10, you can use your Kula like as if you'd cast the clairvoyance spell for up to 10 minutes. It can also be able to travel up to mile away from you, when attuned to others.

Languages

You can read, write, and speak 3 languages of your choice.

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