Free of Form Template
Emaciated and pale, Draelish that are born with a birth defect that prevents them from using Essence are known as Theth. With smoky quartz-colored eyes and greyish scales, da'Theth seek other ways to live amongst their brethren, mastering skills and adapting to change faster than those around them.
Talent: Carnivorous Stomach
Gameplay Traits
- Ability Score Increase. Formless hatch with a seemingly different sense of the world than their brothers and sisters, who inherit a form favoring strength and determination at the cost of flexibility, both physically and mentally. You can increase one ability score of your choice by 2 and increase a different one by 1, or increase three different scores by 1.
- Creature Type. You are a Draelish. You also have the Humanoid tag for any prerequisite or effect that requires you to be Humanoid.
- Size. Your size is Medium. Most Draelish are taller and heavier than other humanoids. Though not as tall as other Draelish, Formless stand well over 5 feet tall and averaging over 200 pounds.
- Speed. Your base walking speed is 30 feet.
- Languages. You can speak, read, and write Draelik as your Native Language and you know one Trade Language that you and your GM agree is appropriate for your character. You also know Ketalik, which counts as an Ancestral Language for you (Click here to see a breakdown of the different languages encountered throughout Olum).
- Cut off from the Daegu. You have no Jaeda flowing through your veins. Your scales are also bereft of color, instead taking on various shades of grey. You cannot use abilities or pick up feats that use Essence.
- Relentless Determination. You gain one feat of your choice.
- Sacred Grey. Unbeknownst to many, Formless possess an ability that no other Affinity has access to. You can take another Draelish's Affinity and apply it to yourself, but it kills the other Draelish in the process each time you do so. You can absorb a number of Affinities equal to your proficiency bonus. This allows you to gain the scale color and resistance for that Affinity, and you can absorb multiple colors, but you can only have one color (and its resistance) active at a time, changing which one you have active upon finishing a short or long rest (you can also choose to revert yourself to your original grey color with no resistance). Additionally, you can choose to give your colors to another Draelish, but it kills you in the process, and you do not know how it will affect them. Absorbing an Affinity grants you a shallow pool of Essence, but you still cannot use any Essence features besides gaining an Affinity's resistance.
- Unbound. You are free from the Curse of the Shr'keldar trait that all other Draelish possess.
Roleplay Traits
Below are additional traits called Talents and Restrictions that are used when playing as a Draelish or Wildling. Designed to be more roleplay-centric in order to inspire the use of lore when problem solving, players and GMs are encouraged to go beyond these traits when playing or planning an encounter by using their knowledge of the world. When playing as this type of Draelish, these traits are optional. You can pick up two Talents of your choice for each Restriction that you pick up. Restriction: Bloodlust- If you are surrounded by enemies while in combat and no other ally is within 90 feet of you, roll a DC 10 Wisdom saving throw. On a failure, your mind becomes tunnel-visioned, causing you to forget all other priorities and instead solely focus on eliminating all enemies around you. This effect ends if all enemies are defeated. Alternativly, someone can shake you out of this condition by using an action. When they do so, you make the Wisdom saving throw again with advantage, ending it on a success.
- You have a harder time squeezing into smaller spaces (the Squeezing rules can be found in the PHB'14, page 192). You must spend 4 extra feet for every foot when moving inside a space that requires you to squeeze. If you are wearing heavy armor, you fail to move into the space unless your GM has you make an ability check or saving throw (the GM determines the DC).
- You have an innate resistance to change, especially when it comes to innovating technology or moving away from old customs. You have disadvantage on any ability check that involves understanding new forms of magic, tinkering with advanced machinery, or when convincing another Draelish to change or completely disregard a long-held tradition or way of life.
- Though you are naturally good at regulating your body temperature and can run with an extra burst of speed, you are not as efficient when traveling over a long period of time. You have -1 Stamina Points but when you dash, you can move an extra 10 feet.
- Due to your unconventional form (such as having additional appendages, a tail, or wings), armor costs and weighs 1.5x more than normal when made to fit you. Armor already made to fit a standard-sized humanoid must be resized to fit you, costing 0.5x its base value to adjust it to your physique.
Talent: Carnivorous Stomach
- You can eat cuisine that others may find unappetizing or difficult to stomach, including bugs and raw meat (but not rancid). You have advantage on Constitution saving throws made to stomach unsavory meals or poisoned foods and drinks. [Draelish have no qualms about eating the flesh of other creatures, though it is generally frowned upon to eat the flesh of a sentient, especially that of another Draelish. Typical Draelish meals include spicy curry, savory snacks such as salted bugs, or pungent, meaty stew.]
- You are marked by Essence, protecting you from the Wilds and its interference with your Aspects. If there is at least one Draelish in the party, the first Wild Surge accrual is skipped, and if the entire party is composed of Draelish, Wild Surges take twice as long to accrual. [It is notoriously difficult for Hearts to travel across vast stretches of land or sea without encountering adverse effects, with most travel between the Northern and Southern Continent being nigh impossible because of it. Draelish, on the other hand, have far less difficulty.]
- You can detect the direction of any area infused with Essence within 6 miles of you, and you can identify the potency (if it is a Spring, Pool, or Hotspot) when you are within 3 miles of it.
- You have advantage on Wisdom (Perception) checks that rely on hearing if you are trying to detect the distance and/or direction of a large seismic activity such as an earthquake, volcano, tsunami, large thunderstorm, an approaching army, a roaring waterfall, or other sources that emit infrasound.
- Your eyes absorb light better than other creatures, allowing you to see in dim light or near but not total darkness. If there is a source of light emitting at least 5 feet of bright light nearby (within the same room, battle map, or general area) that you have direct line of sight to, even if it is dark within your immediate area, you can see normally out to a range of 30 feet. This vision doesn't penetrate magical darkness.
- If you would take Exhaustion due to a spell, a magical effect, or natural circumstances, you can choose to make a DC 15 Constitution saving throw with advantage. If you pass, you do not take a level of exhaustion, regardless of the initial effect or natural circumstance. Once you use this ability, you cannot do so again until you finish a short or long rest.
- If you have natural weapons, such as a beak, fangs, talons, or claws, you can use them as makeshift tools, such as when digging or carving. You gain half proficiency when making an Ability Check when using your natural weapons if it makes sense to use them in the scenario provided.
- Eye Color: Smoky Quartz
- Scale Color Scheme: Gray
- Essence Channeled: None
Fun Fact:
- Another thing that sets Formless apart from other Draelish is that they have 5-digit claws instead of the normally 4-digit ones all other Draelish possess. The reason for this distinction is not currently known.
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