Homebrew Amazonian Species Details

Physical Description

Amazons are large, well-built humanoids with powerful builds. They are entirely female, and a member of any race would find them beautiful. Their skin colors are as varied as humans' are, ranging from incredibly dark-skinned to borderline transparent, and their hair usually tends to be white, black, or gray.

Amazons reproduce somewhat rarely, by praying to their gods with extravagant feasts and revels. The morning after a successful ceremony, a baby amazon will be found somewhere nearby, in a cradle-shaped tree or shrub of golden leaves and vines, apparently sprung from out the ground. Leaves from these Vinecradles are often kept by the amazon throughout their lives, whether sewn into clothes, worn in their hair, or gilded to weapons. There is also a myth among amazons, that those sisters of gloomy temperament are first found on rainy or overcast mornings. Typically, an amazon will have two or more volunteer-mothers, but in truth are raised by the whole tribe together. Rarely, amazons can also be born from relationships with other races, though they will often face mild prejudice from their sisters. Indeed to this day, no known Amazonian Queen has been born this way.

Personality

Amazons are a very proud but kindhearted sharing race. They often spend their time together crafting or decorating their armor, making food, and most commonly playing sports such as goatball which they took from their goliath allies. Amazons also love to hunt for sport and pull the occasional prank.

Society

Amazons love to interact with other races, most commonly trading and adventuring. They can get along with almost all races, excluding most evil races since those races tend to be extremely self-interested. Most amazons are not attracted to men, but the rare love interest does arise. Most races are fond of the amazons for their smithing abilities that are good enough to rival even the dwarves in most respects. Though amazonian craftsmanship more commonly has elaborate designs and is often decorated with pelts or feathers of monsters they have slain.

Of Feral Grace

The first wilderfolk were born from the mixing of humans and daemons. These half-men lacked the shapeshifting abilities of their supernatural parents, but they were gifted with an instinctual bond with the natural world. Throughout the generations, their appearance grew to favor their human heritage, but there are still hints of their daemon blood. Wilderfolk tend to stand between 5’3 and 5’10 tall and weigh between 120 to 175 lbs. They are quick and sure-footed, and their keens senses serve them well from becoming the next meal of the many monstrous predators they share their lands with. Their hair is thick and favors shades of blonde and brown, and their eyes are both intense and piercing. Their skin is generally pale and tough, and many wilderfolk tribes paint their flesh as both camouflage and a way to identify their clan affiliation between neighboring groups.

Wild But Not Uncivilized

A common misconception about the wilderfolk is that they lack any ‘civilized’ knowledge, and stories are told of naked men and women falling upon unsuspecting villages to raid, ****, and slaughter. Those tales are meant to incite fear and distrust, but they are not accurate. Most wilderfolk tribes are peaceful and prefer to not engage with other races. They are not primitive and have developed an advanced knowledge of craftsmenship that rival the artisans of the poleis. Most of their arms and armor utilize natural materials as metal requires forges to smelt ore, but their hide armor offers protection just as comprehensive as a breastplate and their weapons are carved from the bones of beasts that can be stronger than iron. Their crafts are not simply functional, they are also meant to be aesthetically beautiful; a fact that many statesmen are surprised to see when they encounter a true wildling when venturing far from home. The wilderfolk are not ignorant of the views of outsiders and will often play into false stereotypes if it can be used to scare away intruders from their lands.

The Amazons and The Gargareans

The wilderfolk are generally divided into two subcultural groups: the all-female amazon tribes and the all-male gargarean tribes. This division was formed primarily for religious reasons in reflection of the nature of the Lovers: Vira, the goddess of wildlife and love, and Arian, the god of fertility and the crafts. The two deities and their power are wholly independent of each other, but they come together frequently to work toward similar goals. The wilderfolk choose to reflect the divine nature of their gods by having the amazons and gargareans wander separately from each other, and only reuniting during an annual fertility festival. Naturally there are exceptions to their nomadic separation, such as during times of conflict, bonded amazon and gargarean tribes will rush to each other’s aid. There are also some wilderfolk tribes that will not divide their people into amazon and gargarean groups and opt to travel together, but even these tribes will divide their camps along these sacred lines.

Friends of the Nymphs

The wilderfolk have developed a long-lasting alliance with the immortal nymphs, and the illusive spirits view the mortals with both adoration and joy. Nymphs, while powerful in their own right, are bound to the natural places of the world. As such, when their sacred places come under attack by some force, they must defend it or perish. Fortunately, the wilderfolk are fast-moving allies that will traverse great distances to aid the nymphs in times of need. In return, the nomads will receive the protection of whichever spirit that commands the territory they wander. The power of the nymphs are the main reason wilderfolk tribes are so difficult to discover. They will cast powerful illusions and enchantments to keep travelers away, and if necessary, even bring the force of the elements to bear against those who prove too persistent.

Tribal Cultures

Wilderfolk learn to adapt to the challenges of their territories and the ease of their survival is the envy of any interloper in their lands. The geographical differences between wilderfolk tends to be the only barrier between cultures, and so a Mountainfolk will harbor no ideological prejudice to a visiting member of the Plainsfolk. In fact, their amiable attitude towards each other is necessary to form quick alliances in the event of statesmen aggression.

Plainsfolk

Iunia has very few plainscapes, because most of the terrain is either mountainous or covered in forests and most arable land is usually developed for farms and pastures. However, there are still some vast glades and fields that have remained wild and the plainfolk travel these lands. They are the most common tribe to interact with statesmen and have been able to do so peacefully for the most part, but as the cities grow the plains will shrink.

Languages

You can speak, read, and write Iunian and Sylvan. If you are able to choose more languages, many Wilderfolk will also learn the elemental languages (Auran, Aquan, Ignan, and Terran) to further their connection to the spirits of the land. Daemons also frequently mediate between Wilderfolk and Statesmen, so some wildlings may choose to learn Halfling.

 

Amazonian Traits

Your kalashtar character has the following traits.

Rugged Grace.

Amazons have an inherent, nigh-deific, yet somewhat uncivilized presence that other races take note of. Whether this takes the form of noble gesture, bombastic charm or feminine sway, their unusual mannerisms, intentionally or otherwise, fill others' perceptions with warm feelings and clouded judgment. Whenever you make an Charisma (Persuasion) or an Charisma(Intimidation) check against a humanoid creature, you are considered proficient in the Persuasion or Intimidation skill and if you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Armor Aversion.

Amazonian culture views the use of armor as a sign of weakness. As such, amazons never wear armor, and their warriors have learned to fight without it. While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are attacked, the creature making that attack must make a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failure, the attacker must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. Creatures are aware of this effect before attacking you. Other amazons, and unintelligent creatures such as animals are immune to this effect. You can use a shield and still gain this benefit.

Endure Elements

You have advantage on saving throws to resist the effects of extreme weather.

Powerful Build

Your peoples emphasize on self-betterment and your naturally adept body causes you to be significantly stronger than most races your size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ability Score Increase

. Your StrengthConstitution, Wisdom  and Charisma scores each increase by 1.

Age

Amazons reach adulthood in their mid-teens, and usually, live to be just over 200 years old.

Alignment

The Wilderfolk are mercurial, nomadic, and fiercely independent; many would rather suffer a painful death before capture, unless survival would be for the greater good of their community. The community forms the core of their values, and they will sacrifice their personal well-being for it. As such, most wilderfolk tend to be chaotic good or chaotic neutral.

Size

Amazons typically stand roughly between 6 and 8 feet tall and weigh between 220 and 320 pounds. Your size is Medium.

Gargareans typically stand roughly between 9 and 10 feet tall and weigh between 320 and 380 pounds. Your size is Large.

Speed

Your base walking speed is 30 feet.

Amazon Weapon Training

You have proficiency with spears, javelins, glaives, shortbows, longbows, and shields.

Earthborn

Amazons, being sculpted and born from the ground are said to be as strong and as resilient as the earth. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages

You can speak, read, and write Common and Giant.

 

Natural Athlete.

  You have proficiency in the Athletics skill.

Tactical Advantage

  You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Previous Versions

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