Korakiad Species in Cycles of Infinity | World Anvil

Korakiad

Divine, Empowered, and Isolated

The Korakiad, named for the divine champion that fought the mortal champion Alexor during the Aspirth Wars, are always viewed with such a mix of feelings amongst people. How a korakiad is treated is largely dependent on the religious views of the community. Most welcome the radiance of an aasmir, some cautiously accept the tiefling, and express confused disdain over the korite. Few korakiad even have a true connection to the divine that has left the spark in their bloodline these days. It's even said that the power is an echo that is slowly dying out in them.
— Accumulated Lore of The Ages by Sinsorious Shakadai
  Korakiad's are individuals who have the spark of divinity within their souls and bodies. The spark's origins determine what type of Korakiad they are. The embodied created the Aasimar, and Tieflings willingly, leaving an echo that reemerges every few generations in a population, while most Korites are born of the illicit affairs of a mortal and a lesser guardian. On rare occasions, the celestial, fiendish, or devil minions of the gods may lie with a mortal to create their own, starting a new bloodline of korakiad.   Each Korakiad physically looks similar to their lineage, but gain none of the usual traits associated with it. The spark within them forces their bodies into a human like appearance, resulting in a child that looks half-human, half of their parents, all other korakiad traits not withstanding. To this, humans are believed to be the original korakiad initiators, bringing this divine race into the world.  

Aasimar

When the Embodied God's took a human and conceived in them a child who would champion concepts that the mortals deemed as "good", the child was born with traits that would later identy them as "Aasimar". These children grew with ideals associated with their conception. Later generations would manifest the same attributes without the same drive enforced in their original ancestor.   Aasimar look like half-human versions of their parents, but tend to have glimmering skin, eyes that shine like jewels, and if they have hair, it is lusterous and metallic. For some, heightned emotions will cause a faint glow around them, though not strong enough to illuminate the dark. During the highest peaks of these emotions, some have been said to manifest wings for short durations.   While being Aasimar does not make one "good", they tend to idealizie or champion causes that are often deemed virtuous and just. They actively champion positive virtues in their youth, and become exceptional leaders in their older age. Those that tend towards darker paths find themselves slipping through the chains of the law by virtue of their good looks or charm. There even hold fables of great mages who used their benevolence and charm to trick death into giving them a second life.   Guides and Destinies Most Aasimar in the early cycles were created with explicit purposes. Later, when it was only reemerging power in a bloodline, the gods still reached out to those that showed their spark. Of the Embodied Gods, it is often Tilavana, Holona, and Shunu are most likely to reach out to an Aasimar, but any of the gods, or even the guardians, with a plan that is "good" may call on them. On rare occassions, they may be called on by other, powerful entities for protection of the world.   D&D 5e

Aasimar

Ability Score Increase +2 Cha
Size Medium
Speed 30ft

Darksense: Thanks to your divine heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

Languages. Regional and Celestial

 

Subtypes

Protector Aasimar
Those specifically gifted with the power to protect vital assets and watch over the populace were granted the power to fall down on foes and pour extra damage into them. They can glow with internal light and excel at taking on singular threats. When called on by higher powers, they are often sought to become guardians of powerful objects, or in defense of a place of purity.   D&D 5e

Protector Aasimar

Ability Score Increase +1 Wis
Size Medium
Speed

Radiant Soul Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

  Scourge Aasimar
Warriors of the good gods, the scourge aasimar burn with an inner light that is always threatening to burn them from the inside. This intense power often shows through their eyes and can even illuminate their skin at times of elevated emotions. Many choose to hide themselves behind masks and heavy clothing until their powers are needed and they unmask themselves. Modern scourge aasimar are often called to hunt down defilers of the good or to reclaim that which was once lost. Many are tasked to lead organizations devout to the gods in order to bolster their ranks.   D&D 5e

Scourge Aasimar

Ability Score Increase +1 Con
Size Medium
Speed

Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

  Fallen Aasimar
Aasimar born under the influence of the shadow plane or corrupted by darker entities may find themselves as a fallen aasimar. These aasimar have a sickening aura about them and cause fear in the meek of mind. Most find themselves craving death and destruction, a symptom of their corruption, but not all are slaves to this origin. Several fight back, but end up living lives chased by great powers wishing to use them. The Fallen Aasimar are often reached out to by evil entities or great powers looking to destroy something. Much like the Scourge Aasimar, they will sometimes be drawn to lead cults or war parties.   D&D 5e

Fallen Aasimar

Ability Score Increase +1 Str
Size Medium
Speed

Necrotic Shroud Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.   The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest

 

Playing in a Setting

Aasimar make natural sorcerers and paladins by virtue of function, but operate well as religious exemplars by thematic. Playing other roles are fully possible, with their boost in charisma making them well-liked among their peers in that particular role.   An aasimar, no matter the subrace, will find themselves a point of interest by all divine and near-divine entities. Players should include in their backstory either a quest from an entity that was cast on them, or which entities have attempted contact with them before. These characters, even if they complete their divine quest, may still be reached out to by divines constantly, even being offered conflicting quests at times. The bane of the aasimar is being viewed as a pawn by the gods, destine to be used in their greater conflicts.  

Korite

It wasn't just the embodied that took in mortals to raise to higher powers. The Guardians took several in and imbued them with their own divine spark, granting them unique bloodlines that rivaled those of the Aasimar and Tieflings. In the early ages, the Korite were often attacked at birth by those who worshiped the embodied. As time moved on, this hatred faded, and even the embodied see the korite as potential tools.   Korites look like half-human variants of their parents with additional features. Most seem to have a faint aura around them that is similar to heat rising off stone. Their eyes typically hold vivid tones of natural colors, often with the colors moving slowly as if a current pulls their iris. Their hair is always very fine, often flowing in light breeze, but otherwise retains their parents qualities.   Korite often have silver tone to their skin, with various degrees of reflection. Some have skin reminiscent of stone, others looks like they could have been crafted from metal. While their skin is no harder than their parents, a built in resistance to harm in their bodies can forcefully push back against anything that would harm them, giving the illusion that they are as resistant as they appear.   Many born of the Guardian's spark tend to find themselves caught between worlds. Their divine influence is muted compared to the other korakiad, but still ever present. The voices from all manner of entities, not just a select few that match their alignment, tends to cause them to become very self aware and pay attention to their own thoughts. Many become contemplative and reserved due to this, which only sets them apart further as being unique in the world.   Guides and Destinies
Korite are not just called on by the Guardians, but often openly enlisted into their ranks as lesser servants. Many take up this calling, unless raised by a family devout to other gods. They will often act as mortal hunters, seeking out those that wish to increase divine agency in the world and ending it there or calling on the Guardians to neutralize the influence.   When a Korite is not enlisted, they may still be called on by the Guardians, but will often also be called on by other entities, ranging the full gambit of alignments. As Guardians are truly neutral to the world, only caring that the divine stay in check, it is assumed that the Korite is equally as neutral, and open to influence. The divine spark from the Guardians will also embolden those that are not traditional gods to attempt to pull in korite as their allies, including creatures such as archfey.  

Playing in a Setting

Korite by nature make natural warlocks and paladins, with any form of patron being eager to use their powers, but their mechanical resilience can allow them to fit any roll they see fit. Many take on martial rolls, confident that the first blow against them will only cut shallow. Even when unarmed, manifesting their will in a spectral fist makes them impressive combatants.   D&D 5e

Korite

Ability Score Increase +2 Con and +1 to Str or Cha
Size Medium
Speed 30 ft

Darkvision:Thanks to your divine heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Inner Resolve: You recover from mind altering abilities quickly. When under the effects of charm or frightened, you may make a save at the beginning of your turn, even if the spell does not normally allow it. If the spell does allow it, you may add your proficiency modifier to that save, doubling it if you are proficient in that save.
Force Projection: Your body emits a pressure against sudden blow's. You have resistance to Force damage. In addition, the first time after a short or long rest you take damage, treat that damage as if you have resistance to it.
Extension of Body: You know the Mage Hand Cantrip. At 5th level, you can cast Arcane Hand once per long rest. When you use this ability to cast Arcane Hand, the strength score is the same as yours unless you know the spell already.

Languages. Regional and First Speech

 

Tiefling

Those who took refuge with "evil" gods and their minions, were sometimes given children that manifested darker, more sinister natures. These children, the Tieflings, would develop traits associated with demons and devils, often causing them to be ostracized. Some are unable to resist the chaotic or evil natures born of their divine spark, others were forced to turn their backs on good societies when they were exiled by their appearances alone.   Tieflings appear to be half-human variants of their parents, but with skin that comes in shades of red's, brown's, and purple's. Occasionally they will have a light scale like pattern over their skin. Their eyes are solid, with a wide range of colors, black or white being the most common. Each tooth is unusually sharp, with canines that rival a vampires. On their head's sit horns that come in a variety of shapes. Tails sprout from their back, often thin and barbed, but sometimes thick, or short. A few even have infernal, bat-like wings.   While not evil by nature, most are pushed into that path by a world that reviles their appearance. When allowed to grow in a loving home, it is found that their darker nature has blessed them with quick thoughts and clever minds. Most are brilliant, often becoming prestigious in a particular field. Evil Tieflings may use their natural brilliance to orchestrate dark deeds, but many choose to better society in fringe fields, especially in areas requiring remote study or exploration.   Guides and Destinies
Tieflings, much as the other korakiad, are often called to in order to perform dark tasks. Tieflings tend to be somewhat resistant to this influence, often blaming the very gods for their current predicament, but sometimes find a sense of purpose or joy acting out the greater plots that are offered to them. Many tiefling prefer the plots offered by greater powers that only border on the power of the divines, eschewing the divines themselves.   Despite this reluctance, the gods are ever patient, and will often return with offers of rewards to those that take on their will.  

Playing in a Setting

Tieflings are often great spellcasters and tinkerer's, but fit any role well. Their powers often manifest in ways that are beneficial to those on the forefront or in worship of fiery forces. Thematically, they are often loners or distrusting, and very often looking out mostly for themselves.   D&D 5e

Tiefling

Ability Score Increase +1 to Int and +2 to either Dex or Cha
Size Medium
Speed 30ft

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Languages. Regional and Infernal

 
Players may play variants of the Tiefling. Consult the GM if the variant is allowed.
 

Nephlite

Some have a divine spark with an origin unknown. The Nephlite are mortals with powers beyond their normal selves. As the other korakiad's, they resemble half-human versions of their parents, but their powers cannot be explained by any singular divine force.   Nephlites are powerful entities with seemingly immortal bodies. Even when killed, they rise back soon after, only holding a hollow, golden scar from whatever wound felled them. The spark inside of them can be called on to enhance their features, making them powerful and terrifying to all that see them. During these moments, they glow with an inner light, unique to each Nephlite, and appear larger than life, with every step, strike, and sound they make echoing out with a divine presence.   Despite this power, the same spark that grants a Nephlite power, is a curse no mortal wishes to have. The divine spark replaces their soul. A nephlite that dies a mortal, ceases to exist. Their bodies fade away, and no soul exists to pull back into the world. Because of this, all nephlites seek out ways of ascension, attempting to take their divine spark and give them a permanent presence in the afterlife.   Luckily for many, they are immortal. Soon after their initial teen years, they stop aging. All Nephlites seem physically perfect to those that look at them, even if they are truly lacking in some way. An unintelligent nephlite will still come across with a sense of authority that betrays its lack of knowledge, just as weak one appears carved to pure muscle. Their skins are a metallic and smooth, often shades of bronze, but sometimes leaning towards silver or to a darker, somewhat obsidian tone. Their hair and eyes are equally metallic, and always seem to hold whatever shape they desire without want. The only imperfections being bright golden scars from death or near death experiences.   Guides and Destinies
Nephlites are shunned by the gods in virtually all cases. The Guardians often hunt them down when they are made aware, seeing them an anomaly that defies their expectations of the world. This isn't to say that they want to kill the Nephlite however, but to capture and understand. This holds true for other beings as well. Greater entities seek nephlites in order to consume their divine spark in hopes of gaining deification themselves.   For most, they seek ascension in whatever way they can. Without having a soul, they cannot risk any method that would rely on it, meaning no Nephlite could hope to be something like a lich, but still search. Some do so through adventuring in hopes of stumbling on a lost power, others stick to books and study the arcane. With an immortal life, they often have time to find their answers.  

Playing in a Setting

Nephlites, like humans, can be any role. Their powers make them survivable and can even allow them to rush into deadly situations without fear of never returning, though by their nature, only those that know they can still return would dare risk it. Most are often hunted by divines and so rarely worship them, but when they do, they often do so with their guard up, fearing that their gods are only seeking a chance to betray them.   D&D 5e

Nephlite

Ability Score Increase +2 to a stat of your choice
Size Medium
Speed 30 ft

Immortal Bodies You are divine in nature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a meditative trance for 4 hours each day. You remain partially aware but are effectively unconscious during this time.   Otherworldy Sense Nephlite seem to be aware of doom before it occurs. They may add their Proficiency Modifier to their Passive Perception. In addition, if they are surprised, they may still act, but perform all their actions at Disadvantage and are still treated as being surprised.   Divine Imbuement The Nephlite may call on their divine spark inside of themselves to gain incredible power. For 1 minute they gain temporary hit points equal to their level plus their Constitution Modifier, add +1 to all attack rolls, damage, saves, and checks, and gain an extra 10 feet of movement. When this ability ends, the Nephlite will gain two points of exhaustion, and suffer 1 point of damage to all stats. These stats recover after the next long rest.   Eternal Bodies A Nephlite doesn't die in the same process as other mortal beings. The divine spark within them will recede and start building a new shell for their essence.   When a Nephlite dies, their bodies will turn to dust over 1d4 hours or at their will. When their bodies fully desolve, they will leave behind a small, platinum egg. This egg hatches after 1 day, or at will, revealing an infant form of the character.
The Nephlite transitions to adulthood over the course of the day. Their physical stats start at 1, and improve by 1 every hour until they reach their original stats. They cannot make use of any special class features until they have reached adulthood once more.
The DM and player should talk and agree on a Flaw that will develop for the Nephlite from the traumatic experience.
If this death is the 3rd death for the Nephlite, they do not form a new body, but instead permanently die. They do not posses a soul and cannot be restored, even by the Wish spell or divine intervention.

Languages. Regional and your choice of Celestial, Infernal, or First Speech

Origin/Ancestry
Imbued by various Entities
Any after the Aspirith War (Oblivion Cycle)

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