Newly Discovered Races in Hexaria | World Anvil
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Newly Discovered Races

Chivlee

Chivlees (Pronounced Kai-Vlees) are natives to the moon planet of Polraz. Their flesh shimmers in the light, giving them additional resistances to magic, and bones protrude from their flesh, hardening their bodies against physical attack. While many Chivlees tend towards masochism and violence, upon leaving Polraz's corrupting influence, many are able to break free of those urges, and lead positive and productive lives. Many, however, even upon going to the other moons still do not abandon their cruel pasts, and delight in enacting cruel plots. This has lead to many having a firm distrust for Chivlees, and even those who wish to do good often live on the outskirts of society.

Ability Score Modifiers: Chivlees are brutish and cunning, but cumbersome. They gain +2 Strength and +2 Wisom, but get -2 Dexterity
Type: Monstrous humanoid
Size: Chivlees are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Chivlees have a base speed of 30 feet.
Darkvision: Chivlees have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Chivlees have the following abilities:

Claws: Chivlees receive two claw attacks. These are primary natural attacks. These attacks do 1d4 bludgeoning and piercing damage.
Shimmering Skin: Chivlees gain a +1 racial bonus on all saving throws.
Hardened bones: Chivleese gain a +1 natural armor bonus to their Armor Class.
Adept jumper: Chivlees get a +2 to acrobatics skill checks, and treat acrobatics as a class skill
Languages: Chivlees begin play speaking Common, and Chiron. Chivlees with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)  

Beyort

Beyorts (commonly called lighteners) are beings of pure light energy. They resemble small humanoids, but their likenesses are chosen as the Beyort reaches adolescence, not changing going forward. Their features still are muted, but readable. Beyorts tend to be personable and charming, preferring the company of others, and wishing to be of as much assistance as possible, often being the "cheerleader" of any groups they find themselves in.
All Beyorts (and Deyorts) however, feel a constant dull ache in their hearts. With the great sundering that happened many millennia ago, all Lanxorts were separated into two, thus making Beyorts and Deyorts. There is a constant desire to be reunited with their soulmate. This can be romantic, platonic, or any measure between, but once the two are together, they revert back to their Lanxort form, and finally know inner peace.

Ability Score Modifiers: Beyorts are charming and hardy, but not fleet of body. They gain +2 Charisma and +2 Constitution, but get -2 Dexterity
Type: Outsider (Native)
Darkvision: Beyorts have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Size: Beyorts are small creatures, and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Beyorts have a base speed of 20 feet.

Beyorts have the following abilities:

Curiosity: Beyorts are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Lightbringer: Beyorts are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.
Eternal Hope: Beyorts gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Languages: Beyorts begin play speaking Common, and Yortari (the language of Beyorts and Deyorts.Beyorts with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)    

Deyort

  Deyorts (commonly called darkeners) are tall, lanky and nimble. They are beings of pure shadow. While not outcasts, they do often prefer solitude, given the misconception that shadows mean evil. Unfortunately, this leads to a self-fulfilling prophecy, Deyorts get rejected for thinking they are evil, so many turn to evil as a method of survival. Living within the shadows has taught Deyorts survival skills and helped them to adapt to navigate social situations, sometimes literally adapting their appearances. Unlike Beyorts, who choose their appearance at adolescence, Deyorts constantly alter their appearance in an attempt to either fit in, or to evade pursuit.
All Deyorts (and Beyorts) however, feel a constant dull ache in their hearts. With the great sundering that happened many millennia ago, all Lanxorts were separated into two, thus making Beyorts and Deyorts. There is a constant desire to be reunited with their soulmate. This can be romantic, platonic, or any measure between, but once the two are together, they revert back to their Lanxort form, and finally know inner peace.

Ability Score Modifiers: Deyorts are lithe and nimble, but frail. They gain +4 to dexterity, but get -2 to constitution and wisdom.
Type: Outsider (Native)
Size: Deyorts are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Deyorts have a base speed of 30 feet
Darkvision: Deyorts have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Deyorts have the following abilities:

One With the Darkness: Deyorts gain the following supernatural ability: Once per day as an immediate action, Deyorts can treat positive and negative energies as if they were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Cloak of Shadows: Deyorts gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
At Home in the Dark: Deyorts gain a +1 bonus on knowledge (dungeoneering) and Survival checks made underground.
Languages: Deyorts begin play speaking Common, and Yortari (the language of Beyorts and Deyorts). Deyors with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)    

Lanxort (not available as a starting race)

Lanxorts live in a constant state of balance. Their component parts are Beyorts, beings of light, and Deyorts, beings of shadow, both fused into one. Lanxorts will be of two minds, representing their fused personalities. conflict between the two minds is minimal, but non-existant. Sometimes this can result in dual personalities vying for control over the body, but ultimately both sides wish to work together.
A Lanxort can no longer birth another Lanxort, whenever one produces offspring, it is either a Deyort or Beyort, and at that moment, another is born somewhere of the opposing race.
All Beyorts and Deyorts however, feel a constant dull ache in their hearts. With the great sundering that happened many millennia ago, all Lanxorts were separated into two, thus making Beyorts and Deyorts. There is a constant desire to be reunited with their soulmate. This can be romantic, platonic, or any measure between, but once the two are together, they revert back to their Lanxort form, and finally know inner peace.

Ability Score Modifiers: Lanxort’s are agile and personable. They get a +2 on Dexterity and Charisma
Type: Outsider (Native)
Size: Lanxorts are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Lanxorts have a base speed of 30 feet
Darkvision: Lanxorts have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Lanxorts have the following abilities:

Light’s bulwark: Lanxorts gain acid resistance 5, cold resistance 5, and electricity resistance 5.
Cloak of Shadows: Lanxorts gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Eternal Hope: Beyorts gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Dual Minded: Lanxorts gain a +2 bonus on all Will saving throws.
Languages: Lanxorts begin play speaking Common, and Yortari (the language of Beyorts and Deyorts). Deyors with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)    

Aevum

Aevum are a race of humanoids resembling a mix taking the tall lankiness of elves, and an ethereal quality that more traditional elementals take. Despite this mix of appearances, the Aevum have little, if nothing genetically to do with elves. Their skin colors tend to have a purple color to them, but it can skew towards more of the blue or red hues. They are tall, and lithe. Aevum are quasi-elementals who have been touched by time itself. This manifests itself in a number of different ways, most notably is granting them immortality, at least in terms of not being able to die from old age. They can still be killed by disease, violence, or any other method any other mortal can. The second notable way is that it can manifest itself in one of two ways, this results in the two varieties of Aevum existing. Alpha and Omega. These two races are still the same race, and indeed, an Aevum can jostle back and forth between the two multiple times within their life span, sometimes even as quick as yearly.
The Alpha Aevum perceive time moving much slower (and thus, those around them see the Alpha Aevum as moving much faster), and the Omega Aevum perceive time just the opposite.

Alpha aevum

Ability Score Modifiers: Alpha aevums seem to move through time differently than others, and as such have gained more knowledge, but the frailty of displacement takes its toll. They get a +2 on Dexterity and Intelligence, and a -2 on Constitution.
Type: Humanoid
Size: Alpha aevums are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Alpha aevums have a base speed of 40 feet

Alpha Aevum have the following abilities:

Finally, Time to Study: At 1st, 8th, and 16th level, Alpha aevums gain Skill Focus in a skill of their choice as a bonus feat.
Seeing into the Future: Alpha aevums gain the following extraordinary ability: Once per day, when an Alpha aevum makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
Fleet of Body: Alpha aevums gain a +10 foot bonus to their base speed (This is already calculated in their movement speed)
Quick Reactions:: Alpha aevums receive Improved Initiative as a bonus feat.
Greater Spell like ability (Haste): Alpha aevums can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level
Languages: Alpha aevums begin play speaking Common, and Aeva. Alpha aevums with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)

 

Omega aevums

Ability Score Modifiers: Omega aevums seem to move through time differently than others, and as such have gained more knowledge, but their seemingly slow wittedness can irritate others. They get a +2 on Constitution and Intelligence, and a -2 on charisma.
Type: Humanoid
Size: Omega aevums are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Omega aevums have a base speed of 20 feet

Omega Aevum have the following abilities:

Finally, Time to Study: At 1st, 8th, and 16th level, Omega aevums gain Skill Focus in a skill of their choice as a bonus feat.
Slow Aura: Attacks seem to slow down as they approach a Omega aevums, giving them more time to react.Omega aevums gain a +2 dodge bonus to Armor Class.
Greater Spell like ability (Slow): Omega aevums can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level
Languages: Omega aevums begin play speaking Common, and Aeva. Omega aevums with high Intelligence scores can learn any languages they want (except Druidic and other secret languages)

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