Kalashtar in Brave Wonder | World Anvil
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Kalashtar

Credit to SlayerCookie for some feats and flavor text. This version is heavily modified from the original.

  The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.  

You Might...

 
  • Aim to understand the emotions of those around you, even if the situation doesn't call for it.
  •  
  • Very rarely consider the limitations you may encounter as you draw up your goals and aspirations.
  •  
  • Believe that the rules of reality can be bent like those in dreams.
 

Others Probably...

 
  • Think you're human, though you move and act in a slightly otherworldly way.
  •  
  • Find themselves drawn to the wisdom you display, which seems beyond your years.
  •  
  • Opening their emotions to you, even before they realize they are doing so.
 

Physical Description

  Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions. Beyond this, most creatures struggle to tell Kalshtar and Humans apart at a glance.  

Society

  Kalashtar are born diplomats and relate fairly well to individuals of all races—except, of course, the Inspired. They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselves strongly drawn to other races instead. They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.  

Religion

  Kalashtar do not follow gods, but they have their own religion, called the Path of Light. The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or "the Great Light." Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron. Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psychic warriors.  

Adventures

  Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer. Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few — primarily those advanced along the Path of Light — are driven by their compassion for all living beings and their desire to fight darkness in whatever form it takes.  

Rare Human Heritage

Kalashtar

  You gain the kalashtar trait and gain the Mind Link cantrip as an innate psychic spell that you can cast at will. A cantrip is automatically heightened to half your level rounded up. In addition, you can select kalashtar and human feats whenever you gain an ancestry feat. Additionally, you can learn the quori language.  

 

Mind Link
cantrip 1

uncommoncantripconcentratedivinationlinguisticpsychic   Cast emotion   Range 30 foot; Targets You and 1 other creature   Duration sustained up to 1 hours   You link your mind with a creature you can see, allowing two-way communication with a creature while they are in range. This link lasts for up to 1 hour if you choose to sustain the effect, or until the target is outside the range. You can communicate basic ideas telepathically with creatures using shared mental imagery even if you don't share a language. You may only have one active Mind Link in this way at a time.   Communicating through the link is a free action with the concentrate and mental traits. All targets receive the same communication, no side conversation. This provides no special access to a target's mind, it can only communicate information as normal speech would.   Special If all targets know the quor language, information and ideas can be conveyed ten times faster.  
  Heightened (+1) The radius increases by 10 feet and you can select an additional creature.       1st level  

Intuitive Link
Feat 1

kalashtar   You can link your mind to others with ease. Mind Link loses the concentrate trait and no longer needs to be sustained.    

Kalashtar Lore
Feat 1

kalashtar   Being raised within kalashtar society, you know the history and ways of your people. You gain the trained proficiency rank in Diplomacy and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead gain the trained proficiency rank in a skill of your choice. You also become trained in a Kalashtar Lore.    

Psi-Blade
Feat 1

concentrationkalashtar   You can manifest weapons of the mind that cut just as well as a true blade. You manifest a psi-blade in a free hand. These simple weapons deal 1d4 slashing damage. The blades are in the Knife group and have the agile, finesse, magical, and twin traits. You can choose to dissipate the blades at any time as a free action.     5th level  

Amplify Power
Feat 5

kalashtar   You have learned how to amplify your psychic cantrips. Amps are specific thoughtforms that alter the nature of psychic cantrips. When you cast a psychic cantrip, you can amp it by spending 1 Focus Point to add the effect described in the spell's Amp heading. You choose which amp to use, if any, each time you cast a psychic cantrip.   If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to meditate; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Rather than spending Focus Points to cast focus spells, you spend them only on amps. (Though if you have focus spells from a source other than psychic, you can still spend Focus Points to cast them, as normal.)    

Dual Mind
Feat 5

kalashtar   The connection you share with your quori spirit has fortified your mind against outside influence. You gain a +2 status bonus to Will saves made to resist effects that would make you controlled. If you roll a success on a saving throw against an effect that would make you controlled, you get a critical success instead.    

Kalaraq Leader
Feat 5

kalashtar   The Kalaraq are the natural leaders of the Quori and can guide their followers to stand resolute. When you sustain Mind Link, choose one target to gain a +1 circumstance bonus to AC and saving throws until the start of your next turn.   If you do not need to sustain Mind Link, you instead choose a creature to benefit as a free action on your turn.    

Manipulate Desires
Feat 5

kalashtar   Like the quori that guides you, you have learned how to manipulate other creatures based on their desires. You can cast charm once per day as a 1st-level occult innate spell.    

Psychic Rapport
Feat 5

kalashtar   Prerequisites Intuitive Link   During your daily preparation, you and your close allies can form a psychic rapport. When you cast Mind Link, you do not need to be able to see a creature you have rapport with and the range for that creature increases to 1 mile. At 9th level, the rapport range increases to 10 miles. At 13th level, as long as you are on the same plane as a creature you have rapport with, you can target them.   Special Normally, you can only form a psychic rapport with other player characters. A Game Master may allow NPCs to be included in special circumstances.     9th level  

Telepathic Affinity
Feat 9

kalashtar   Prerequisites Intuitive Link   You possess a natural talent with your latent telepathic abilities. With training you have learned not just to project your thoughts effortlessly, but control the flow of information. The duration of Mind Link increases to 8 hours and you can block specific creatures from receiving or transmitting information through the connection (effectively splitting the communication into groups).     13th level  

Focusing Spirit
Feat 13

kalashtar   Prerequisites Amplify Power   Your connection to your quori spirit increases your focus pool. If you've spent at least 2 Focus Points and spent Focus Points only to amp psychic cantrips since the last time you Refocused, you regain 2 Focus Points when you Refocus. Otherwise, you regain 1 Focus Point.    

Thought Sense
Feat 13

kalashtar   Prerequisites Telepathic Affinity   You have learned to sense the surface thoughts of nearby creatures. You gain thoughtsense 30 as an imprecise sense.   Thoughtsense enables you to detect the thoughts of sentient creatures. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. Because thoughtsense detects a creatures thoughts, it can't detect mindless creatures or other creatures immune to mental effects. Unlike most senses, it can penetrate solid objects, but you take a -4 circumstance penalty to Perception checks made to Seek creatures through solid objects using thoughtsense.     17th level  

Greater Thought Sense
Feat 17

kalashtar   Prerequisites Thought Sense   Your thoughtsense increases to 60 feet and suffers no penalty when you Seek creatures through a solid object with it.    

Key Terms

 

 

  You will see the following key terms in many kalashtar features.   Amp Amps are special thoughtforms that modify the properties of your psychic cantrips. You can apply an amp only to a psychic cantrip, which is referred to as the amped cantrip. Applying an amp to a psychic cantrip costs 1 Focus Point and is part of the actions needed to Cast the Spell. The singular focus required to amp a psychic cantrip means that unless otherwise noted, you can apply only one amp to a given psychic cantrip, and you can't apply both an amp and a metamagic ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psychic cantrips in place of their normal amps.   Emotion Components An emotion component adds the concentrate trait to your action to Cast a Spell. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.   If you're affected by a harmful emotion effect, the discordant emotions sap some of your concentration, causing your cantrips (including psychic cantrips) to heighten to a level 1 lower than normal (or to their minimum level, if it's higher). For instance, if you were 5th level, a Link Minks cantrip you cast would be 2nd level instead of 3rd level.  

 


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