The Sjomaur Species in Dying World of Cealla | World Anvil

The Sjomaur

Sjomaur Overview

The Sjomaur are the most travelled and second most dispersed race. The Sjomaur believe the Old Gods are wandering beings who’ve travelled throughout the cosmos, seeing and making the places they go better. This idea is at the core of most Sjomaur beliefs, and influences the way they live drastically.   The Sjomaur as such flock towards careers that involve travelling and interacting with different peoples. Many become merchants or sailors on the seas. The nexus has changed them in such a way to darken their skin and give them gills on the sides of their necks . Most are built for a life at sea, thus making them great swimmers. With the Nexus at Oarsend also growing more and larger fish, this has proven a valuable change for the Sjomaur people.  

Race Overview

Sjomaur

Ability Score Increase: +1 (Cha or Wis), +2 Dex   Skill Proficiency: You gain proficiency in Persuasion and expertise in both air and sea vehicles.   Luck of the Crew: The Sjomaur are fiercely superstitious, and as such recognize the value of good fortune and luck when applied at just the right time. While many non-Sjo may view the superstitious customs and traditions as odd, you know that your luck has always turned for the better when you needed it to.
  • When an ally you can see within 30 feet of you fails an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
  • Roll an Insight check against a targets' Deception save, when you successfully beat a target's Deception, you remember an interaction from your past that provides you with keen insight on the target. An example of this would be remembering a journey with a merchant who had a similar necklace as the target of your Insight check, or recognizing someone's hidden intentions because you've been duped by a similar scam in the past.
Of Ships and Seas: Almost all Sjomaur are raised on both sea and ships, and as such living upon it is second nature to them.
  • Every Sjomaur has a swimming speed equal to their movement speed, and can hold their breath for up to 4 hours.
  • You know the shape water cantrip & can cast it as bonus actions. If you do you can't also use it as an action on that same turn.
  • While you are controlling a vessel it has resistance to non magical damage, and it's movement speed is increased by 10% of it's base movement speed rounded up to the nearest 5 foot increment.

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