Vernesperynn (race) in Isles of Vithala | World Anvil
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Vernesperynn (race)

    Vernesperynn is the broad label given to species of humanoids who have an aberration as an ancestor. They are to aberrations what tieflings and aasimar are to devils and celestials.   This germinal ancestor may not have been a product of typical reproduction, but is often a failed subject of aberration assimilation. For example, an illithidian vernesperynn's ancestor could be someone who was a victim of ceremorphous but managed to stop the change partway and instead of becoming an illithid, mutated in some sort that allowed them to remain humanoid, but their genetic mutation created offspring of a new species.  

Vernesperynn Traits

  Ability Score Increase: Your Intelligence score increases by 1   Size: Your size is medium   Speed: 30ft   Darkvision: 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.   Mental Fortitude: You have resistance to psychic damage   Telepathy: You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.   As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.   Languages: You can speak, read, and write Common and Astral      

Subraces

     

Abolerynn

  Abolerynn are descended from Aboleths, ancient underwater creatures who conspire to rule the planes. Lineage of Abolerynn began when when a group adventurers hunting Aboleths drowned in the psychically enchanted liquid where the Aboleth raise their young. The eggs nearby hatched into a mix between the aberrations and the humanoids.   Ability Score Increase: Your Strength score increases by 2.   Ocean Lurker: You can breath underwater and gain a swimming speed equal to your walking speed.   Probing Telepathy: Aboleths psychically interrogate others to learn their deepest desires. If you communicate with a creature with one minute by using telepathy, you can force that creature to make an Intelligence Saving Throw against your Intelligence Spell Save DC. If it fails, you gain advantage on Deception, Insight, and Persuasion checks against it for the next ten minutes. You regain the use of this ability after a short rest, but once it has succeeded against a creature, that creature, you cannot use this feature on them for the next 24 hours.   Tentacles: You have two tentacles that grow from their body. Each of these tentacles is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.      

Behorynn

  Beholders reproduce by accidentally dreaming their kin into existence. In very rare situations, a sleeping Beholder can enter the dream of a nearby humanoid, and if the humanoid is pregnant, there is a chance that their child and their child's children will share traits with the Beholder.   Ability Score Increase: Your Charisma Score increases by 2.   Eye Caster: Some of the beholder's rays have transferred to you in the form of spellcasting. You know the Friends cantrip. When you reach 3rd level, you can cast the Dissonant Whispers spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Hold Person spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Antimagic Resilience: When you take damage from a spell, subtract damage equal to your proficiency bonus. This subtracted occurs after any other calculations such as resistance, vulnerability, saving throw success, etc.   Alternative Feature - Eye Ray: This replaces the Eye Caster and Antimagic Resilience traits. You have an extra eye somewhere on your body. You regain use of this feature after a Short Rest. As an action, you can target one creature within 30 feet and subject it to an effect. Roll a d8 to determine which ray you use. Keep in mind that some of these rays require concentration. The save DC is equal to your Charisma spell save DC. You cannot use this feature under circumstances that would not allow you to cast spells, such as a Barbarian's rage or while incapacitated.   1- Charm Ray: The targeted creature must succeed on a Wisdom saving throw or be charmed by you for one hour or until you or someone in your party harm it.   2 - Paralyzing Ray (Concentration): The targeted creature must succeed on a Constitution Saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   3 - Fear Ray (Concentration): The targeted creature must succeed on a Wisdom saving throw or be frightened for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   4 - Slowing Ray (Concentration): The targeted creature must succeed on a Dexterity saving throw. On a failed save for one minute, its speed is halved, it cannot take reactions, and it can take either an action or a bonus action on its turn but not both.   5 - Enervation Ray: The targeted creature must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save or half as much damage on a successful one.   6 - Telekinetic Ray: The target must succeed on a Strength saving throw or be moved up to 30 feet in any direction and is restrained until the start of your next turn.   7 - Sleep Ray: The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for one minute. The target awakens if it takes damage or if another creature takes an action to wake it. This ray has no effect on constructs or undead.   8 - Roll again        

Illitherynn

  Ability Score Increase: Your Intelligence and Wisdom scores both increase by 1.   Psychic Fortitude: When you make a Wisdom or Intelligence save, you can use your reaction to gain advantage on the roll. You can use this trait after you roll, but before any of the roll's effects occur.   Ilithid Arcana: Some of the Ilithid's natural abilities have transferred to you in the form of spellcasting. You know the Friends cantrip. When you reach 3rd level, you can cast the Levitate spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.     Alternative feature - Mind Blast : This feature replaces the Ilithid Arcana trait. You can use your action to emit psychic energy in a 15 foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 3d6 psychic damage and be stunned psychic damage and be stunned until the end of your next turn. You regain the use of this ability after a short rest. You cannot use this feature under circumstances that would not allow you to cast spells, such as a Barbarian's rage or while incapacitated.          

Slaarynn

    Slaadi give birth by infecting humanoids with a disease that changes them into Slaad. If this disease is cured however, there is a chance that the humanoid's offspring will be a genetic mutation, part humanoid, part Slaad.     Ability Score Increase: Your Constitution score increases by 2.   Slaadian Transformation: If you touch a humanoid that has died in the past minute, you can add that appearance to your forms. As an action, you can transform your appearance, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any to any one of your forms. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. Your equipment stays the same. This change lasts for a maximum of one hour and requires Concentration. At any time for the duration of this ability, you can use your action to change between this selected form and your original form in this way again. You regain the use of this ability after a short rest.   Magic Resistance: You have advantage on saving throws against spells and other magical effects.

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