Dynitians Species in Geshkara | World Anvil

Dynitians

Dynitians They can claim no home and no story. Their origin is obscure and unknown. Just as one is treated with suspicion outside their own lands, they are treated with suspicion everywhere they go. They are said to be beings born of Ladocs, but stricken with mortality. The Tira Vellans view them as the progeny of Argothic beings. They do not have their own language, nor their own customs; they seek to blend in wherever they are. Some choose to live as hermits, away from society, but they live alone. They are not a social people, if they can be considered a unified people at all. They have a uniform distribution, but are quite rare, making up a fraction of a per cent of the population.   Most have names descending from their host culture, but some opt to take Elven names or even nonsense names they simply like the sound of. Their appearances can vary wildly: their skin can be red, blue, green, orange, even black. They may have horns or antlers; their hair may move on its own, drawn upward as if constantly affected by static electricity, or they may have no hair at all. Their eyes, and sometimes their hair, horns, even bodies, emit a faint glow, most commonly a warm yellow, but other colours are not uncommon.

Dynitian Features

Culture: Assimilatory
Religious Leanings: Various
Physical Characteristics: Various
Ability Score Increase: +1 Intelligence or +1 Willpower
Age: They never have knowledge of a childhood, and no one has seen a child Dynitian. They have been known to live over 100 years past their first memories.
Size: From just over 4 feet to well over 6; your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You are fluent in two languages of your choice.
Features:
  • Brain Capacity: If you can cast spells or gain the ability to cast spells at any point, as a bonus action, you can recover a number of mana points equal to your Willpower score. Once you use this feature you can't use it again until you finish a short or long rest. If you are not a caster of any type, an ally may transfer their concentration on a spell to you as a bonus action, allowing them to cast another spell requiring concentration. You are in control of whatever spell you are concentrating on and must roll to retain concentration if you are hit according to your own Willpower.
  • Glowing: Your eyes emit a soft glow, providing 5 feet of dim light around you when you are in darkness, as well as imposing a −2 on Stealth rolls when in darkness against creatures who can see.
  • Pariah: You gain proficiency in two of the following skills of your choice: Intuition, Investigation, Occult, Speech, Stealth, Survival.
  • Scarier Face: When a creature you can see makes a melee attack roll against you, you can use your reaction to impose a −5 penalty on the roll. You must use this feature before knowing whether an attack hits or misses. Once you use this trait, you can’t use it again until you finish a short or long rest.
Playable in: Campaign II, IV, VI, B-I, IX

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