Racial Proficiencies
You gain proficiency in two of the following skills:
- Insight
- Survival
- Medicine
- Determination
- The Thu'um Skill
Hit Dice
All Lineages of Eldyr gain 1d8 hit dice every vocation level increase. This increases their hit point maximum increases by 6 per level.
Spirits of Dragons
Descended from Eldyr, all peoples within this lineage can learn dragon shouts.
Additionally, each non-diiv race can become a dragon race associated with your race. When a Campaign starts, the DM may generate a name you must learn in order to become a dragon, with each name consisting of three words in new draconic. Each word has something to do with your character; one word is associated with your race's magical affinity, one word is associated with your vocation, and one word is associated with your personality (so be nice to your DM, otherwise your name could end up being something like Flaming Turd Bird or something!).
When you successfully learn an entire shout, you learn one of these mentioned words at random whenever you take a long rest.
When you successfully learn all three words to your draconic name, you immediately transform, turning into a specific type of dragon often crafted by your DM, which causes you to be filled with new emotions and hungers, as your body literally transforms into something it never was, causing you to behave like a feral dragon. In order to regain control, you either need to spend an entire day in that form or forcefully attempt to regain your senses. On your turn while in combat, you can roll a contested Determination check against the DM, with whoever rolls taking control of the dragon stat block for the duration of that round. Once you succeed a number of equal to 10 minus your Determination proficiency, you fully regain control of yourself. Once you do, refer to the appropriate Diiv race block for more details.
Mortal Lineage
Races from this Lineage are the Humanoid supertype.
Blessed by Enocharius
Due to the blessing Enocharius gave to Eldyr, at level 10 you learn one word from the following dragon shouts:
Unrelenting Force
Fus (Force)
As an action, you cause your voice to erupt in tremendous power, exploding out into a 15 ft cone. All targets within must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 2d10 force damage and is unsteadied until the end of your next turn. On a success, the target takes half damage and isn't unsteadied.
Recharge: You voice recharges after 2 rounds.
Whirlwind Sprint
Wuld (Whirlwind)
As an action, you shout with the force of a storm, creating a vacuum between you and a point you can see within 30 ft, moving you to that space, but causes you to be unsteadied until the end of your next turn.
Recharge: Your voice recharges after 2 rounds.
Peace of the Wilds
Kaan (name of a Dragon God)
As an action, you use your voice to quell the ire of beastial or arthropodic creatures within 75 ft of you. The targets must make a Willpower saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a fail, the target becomes calmed for 1 minute.
Calmed Condition. The target is put into a stupor, causing it to lose its will to fight or flee for the duration.
Recharge: Your voice recharges after 4 rounds.
Common Sense
You have a basic understanding of most common knowledge that is believed in your homeland. Whenever you are required to make a roll around something that could be considered common knowledge of the land you call home, if you roll a 9 or lower on the die, you may treat it as a 10, so long as the roll isn't a 1.