Imposing Warrior Template

There are currently three generic Draelish templates one can play as in the world of Vaxus, with each one focusing on different playstyles and traits that a Draelish may exhibit. The one featured here, called the Imposing Warrior, is designed with a focus on diverse strength and combat endurance.  

Gameplay Traits

 
  • Ability Score Increase. Draelish are known for their Strength and Constitution, exerting great physical force and having high resilience at the cost of lower flexibility. You increase your Strength and Constitution ability scores by 2 each, but you decrease your Wisdom ability score by 1 if you are Neyun (Female) or your Dexterity ability score by 1 if you are Deskan (Male).
  • 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. Draelish are taller and heavier than other humanoids, standing well over 6 feet tall and averaging over 250 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).

  • Core Affinity. You have resistance to the damage type associated with your Core Affinity.
  • Affinity Attribute. You have a special trait based on your Core Affinity.
  • Kaleidoscopic Might. Draelish possess many innate characteristics and features across their forms, with both sexes showcasing a mosaic of design in their biology that benefits the whole. Choose one trait listed below to represent whether you are deskan/male or neyun/female, with each one highlighting certain traits of their sexual diamorphism.
  • 1. Vicious Kick. (Deskan/Male) You can Shove as a bonus action a number of times equal to your Constitution modifier (minimum 1). When you Shove in this way, on a hit, your opponent also takes 1d4 + your Strength modifier bludgeoning damage, in addition to the normal effects. You recharge all expended uses when you finish a long rest.
  • 2. Fierce Determination. (Neyun/Female) You can Dash as a bonus action a number of times equal to your Constitution modifier (minimum 1). When you Dash using this trait, you can move through an opponent's space, and any opportunity attacks against you have disadvantage. You recharge all expended uses when you finish a long rest.
  • Stubborn Endurance. You can attempt to push through where others have failed. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
  • Essence Wielder. Draelish wield the powers of creation in their most destructive forms, utilizing them for combat and, if crafty, other uses as well. You gain a number of Essence Charges based on your proficiency bonus, and can use them to activate one of the abilities listed below, sharing the same charge pool. You regain all expended charges on a long rest. The DC for your Essence Wielder abilities is equal to 8 + your Constitution modifier + your proficiency bonus.
  • Infused Strike. You infuse Essence into your strikes. Starting at 3rd level, as a bonus action, you can expend two Essence Charges to infuse a simple or martial weapon you are holding or your unarmed strikes with the damage type associated with your Affinity. For 1 minute, when you hit with the infused weapon or unarmed strike, it deals an extra 1d4 damage of the chosen type when it hits once per turn. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Once you use this ability, you can't do so again until you finish a short or long rest.
  • Imposing Presence. A presence all Draelish possess begins to take shape. Starting at 5th level, as a bonus action, you can expend one Essence Charge to let out a shrill roar, followed by an infrasonic whoosh! Enemies within a 15-foot radius centered on you began to feel intense pressure, becoming nauseous. Until the start of your next turn, the first attack roll made against each of those enemies who could hear you has advantage.
  • Curse of the Shr'keldar. You have disadvantage on saving throws against being charmed or frightened by Wands.
 

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 a Draelish, you must choose at least two Restrictions of your choice. You can also pick up two Talents of your choice for each additional Restriction you pick up beyond the initial two.     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.
Restriction: Bulky
  • You have a harder time squeezing into smaller spaces (the Squeezing rules can be found in the PHB, 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).
Restriction: Hardline Traditionalist
  • 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.
Restriction: High Metabolism
  • 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.
Restriction: Intrinsic Opposition
  • If you are a Kasniska/Sankara and are in relative proximity to a Sankara/Kasniska, make a DC 10 Wisdom saving throw. On a failure, you feel compelled to either disregard them completely, act haughty or spitefully, or become angry.
Restriction: Intraspecies Dependency
  • You gain disadvantage on all Charisma saving throws when you haven’t been around another Draelish or clan in more than a month. If you roll a critical failure on any Charisma saving throw while the Restriction is active, you immediately gain this Long-Term Madness for the next 1d10 hours: "The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins, especially in regards to a familiar activity." If you are without contact with another Draelish or clan for over a year, it is considered Indefinite Madness unless cured.
Restriction: Single-Minded Devotion
  • If you are made to repeat a task or activity over and over again against your will, such as mining stone or some other type of manual labor, you must succeed on a DC 10 Wisdom saving throw or continue to repeat the task or activity as if you were under the Suggestion spell, up until 8 hours. You can repeat this save at the end of every hour or until you take damage. If you critically fail this saving throw, the lasts indefinitely until you take damage or have the effect removed by a spell or other effect that can end a curse, such as by the Greater Restoration or Remove Curse spells.
Restriction: Unusual Physique
  • 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.]
Talent: Duma's Law
  • Essence fills you, 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.]
Talent: Lifeblood
  • 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. If you are a Draelish, you only need 4 hours of sleep in order to gain the benefits of a long rest when you are within this area and a clan is not already present.
Talent: Low-Frequency Detection
  • 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.
Talent: Low-Light Vision
  • 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.
Talent: Relentless Spirit
  • 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.
Talent: Rudimentary Tools
  • 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.
Rook Turnaround by Sam Santala
Note: The Rook Turnaround piece featured above by Sam Santala is not related to the Draelish, though it was used as inspiration for the Draelish anatomy commission and is one of the few pieces of art that showcases speculative biology for dragonkin designs.  

Variant Templates

This page features another kind of Draelish that you can play as in Vaxus. Below are various other Draelish Templates.   Generic Affinity-specific Click here to return to the Draelish Ancestry page.


Cover image: Falindrith by Sam Santala

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