Axayaca, People of the Earth, Sun & Moon

Racial Traits: Ability score increase: Dex.+1 Chr. +1 Size: Medium, human looking in all aspects except depending on which tribe you are from some features take on the aspects of the tribal totem. Speed: Base walking speed is 30ft Darkvision:You have superior vision in dark and dim conditions. You can see in dim light within 60ft 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 grey.     Beasthide
  • Description: As a Beasthide totem, you are especially tough and persistent in battle.
  • Ability Score Increase: Your Constitution score increases by 1 during your shift.
  • Shifting Feature: While shifting, you gain a +1 bonus to AC.
  Nimble Climber
  • Description: Your climber heritage grants you the ability of an agile climber.
  • Ability Score Increase: Your Dexterity score increases by 1 during your shift.
  • Shifting Feature: While shifting, you gain a climb speed of 30 feet and advantage on all Athletics or Dexterity checks.
  Longstrider
  • Description: Longstride shifters are fleet and elusive.
  • Ability Score Increase: Your Dexterity score increases by 1 during shifting.
  • Shifting Feature: While shifting, you can use the Dash action as a bonus action.
  Flesh Ripper
  • Description: As a Flesh Ripper shifter, you are a ferocious combatant.
  • Ability Score Increase: Your Strength score increases by 1 during shifting.
  • Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled (escape DC = 8 + your proficiency bonus + your Strength modifier).
  Razorclaw
  • Description: As a razorclaw shifter, you make swift, slashing strikes in battle.
  • Ability Score Increase: Your Dexterity score increases by 1 during shifting.
  • Shifting Feature: While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
  Wildsense
  • Description: Your wildsense heritage makes you a consummate tracker and survivor.
  • Ability Score Increase: Your Wisdom score increases by 1 during shifting.
  • Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.
  Swift Glider
  • Description: Swift glider heritage makes you able to glide while falling or leaping.
  • Ability Score Increase: Your Dexterity score increases by 1 during shifting.
  • Shifting Feature: You gain a falling speed of 10 feet per round and a horizontal glide speed of 60 feet per round. Gliding lasts for up to 5 minutes.
  Bounding Tumbler
  • Description: Bounder heritage makes you able to jump great heights and distances.
  • Ability Score Increase: Your Strength or Dexterity score increases by 1 during shifting.
  • Shifting Feature: If you chose Strength, you gain advantage on Athletics (Strength) checks. If you chose Dexterity, you gain advantage on Acrobatics (Dexterity) checks. You can leap 20 feet horizontally or 10 feet vertically up to 6 times per day while shifted.
  Dive Drifter
  • Description: Dive drifter heritage allows you to hold your breath and swim swiftly.
  • Ability Score Increase: Your Strength or Constitution score increases by 1 during shifting.
  • Shifting Feature: Based on which ability you choose, you gain advantage on Athletics (Strength) checks or Constitution saving throws.
  1. Diving: You can hold your breath for an additional 5 minutes (no checks required). After 5 minutes, you must make a Constitution saving throw (DC = 10 + 1 for each previous check). On a success, you can hold your breath for an additional 3 minutes. On a failure, you must surface within 2 minutes or begin drowning.
  2. Swimming: You have a normal swimming speed in water.
  Death Weaver
  • Description: Weaver heritage allows you to create one of the following effects based on your totem: Poison, Spit, Webbing, or Constriction.
  • Ability Score Increase: Your Constitution score increases by 1 during shifting.
  • Shifting Feature: Once per short or long rest, while shifting, you can use one of the following effects. The effect lasts for one encounter or 10 minutes.
  1. Poison: You inject poison via a bite or sting. The target takes 1d8 poison damage initially (Constitution save for half damage). On a failed save, the target takes an additional 1d8 poison damage at the start of each of its turns until it succeeds on the save.
  2. Spit: You spit acid. Make a ranged attack roll. On a hit, the target takes 1d8 acid damage and must succeed on a Dexterity saving throw or be blinded for 1 round. On a failed save, the target takes an additional 1d6 acid damage at the start of each of its turns until it succeeds on the save.
  3. Constriction: Make a melee attack roll. On a hit, the target is grappled (escape DC = 8 + your proficiency bonus + your Strength modifier). While grappled, the target takes 1d4 bludgeoning damage at the start of each of your turns. The grapple lasts for up to 1 minute or until the target escapes.
  4. Webbing: You create a 10-foot cube of webbing. Creatures in the area must succeed on a Dexterity saving throw or be restrained. A restrained creature can use its action to make a Strength check (DC = 8 + your proficiency bonus + your Constitution modifier) to free itself.
  Axayaca have access to naturebased shifting:   Sunforged Shift
  • Ability Score Increase: Your Charisma score increases by 1 during your shift.
  • Physical Transformation: Your skin glows with a golden light, and your eyes shine like the sun.
  • Shifting Feature: While shifting, you radiate sunlight in a 10-foot radius. This light dispels magical darkness, and creatures of your choice in the radius gain advantage on saving throws against fear.
  • Solar Flare: Once per shift, you can unleash a burst of radiant energy. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 2d6 radiant damage.
  Earthroot Shift
  • Ability Score Increase: Your Constitution score increases by 1 during your shift.
  • Physical Transformation: Your skin takes on a bark-like texture, and vines or flowers grow from your hair.
  • Shifting Feature: While shifting, you gain temporary hit points equal to your level + your Constitution modifier. Additionally, you have advantage on saving throws against being knocked prone.
  • Earthen Grasp: Once per shift, you can cause vines or roots to erupt from your body. Choose a creature within 10 feet of you. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be restrained for 1 minute. The creature can repeat the save at the end of each of its turns.
  Camouflageveil Shift
  • Ability Score Increase: Your Dexterity score increases by 1 during your shift.
  • Physical Transformation: Your skin and hair take on the colors and patterns of your surroundings, making you nearly invisible in natural environments. Your eyes become reflective, like those of a predator, and your movements become eerily silent.
  • Shifting Feature: While shifting, you gain advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action. Additionally, you have advantage on Wisdom (Perception) checks to detect hidden creatures or objects.
  • Natural Camouflage: Once per shift, you can blend so perfectly into your surroundings that you become invisible for 1 minute or until you attack or cast a spell. This invisibility only works in natural environments (e.g., forests, jungles, grasslands).
  Vineweaver Shift
  • Ability Score Increase: Your Wisdom score increases by 1 during your shift.
  • Physical Transformation: Vines and thorns grow from your arms and legs.
  • Shifting Feature: While shifting, you can cast the Entangle spell once per short rest.
  • Thornskin: Creatures that hit you with a melee attack take 1d6 piercing damage.
  Bloomheart Shift
  • Ability Score Increase: Your Constitution score increases by 1 during your shift.
  • Physical Transformation: Your skin takes on a greenish hue, and leaves sprout from your hair.
  • Shifting Feature: While shifting, you gain temporary hit points equal to your level + your Constitution modifier. Additionally, you have advantage on Constitution saving throws.
  • Healing Bloom: Once per shift, you can use a bonus action to restore hit points equal to your Wisdom modifier to yourself or a creature within 10 feet of you.
  Thornbark Shift
  • Ability Score Increase: Your Strength score increases by 1 during your shift.
  • Physical Transformation: Your skin becomes rough and bark-like, and thorns protrude from your body.
  • Shifting Feature: While shifting, you gain resistance to piercing and slashing damage.
  • Thorn Burst: Once per shift, you can release a burst of thorns. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 piercing damage.
    Language: Malinalli or common Alignment: Any, tend to Neutral Psychological: Daily life:   Relations:   Lands: Religion:   Names: Tribe names: Reason to Adventure: Society & Culture: Arts & Crafts: Magic & Technology: Tribal Structure: Power Struggles: Government: Theocracy Description: Laws & Justice: Religion: Tonatiuh (Means – sun worshipers), Tonantzin (Means – Honored Mother, Earth) also a small cult has formed around a god called Ipalnemoani (Means – Unknown God), History & Folklore: In its fairly recent past, the Malinalli were a group of different tribes of the Quatzels . They used to be very much like the Hania in that they worshiped animal spirits, but in the last four or five generations they have become a more agrarian culture. The tribes were united under a single religious leader. Now the cities are known after the particular tribe that originally inhabited that area. Families that come from each of the tribes now identify themselves as the Malinalli instead of their individual animal totems. There are still some who follow the old ways but they live outside of the mainstream culture itself or keep it to themselves. . When the First Prophet united the tribes he had them build great temples to the Sun and Mother. Two main temples were built. The largest was the Sun Temple & was built in the City of Axayaca and the other temple to The Mother was built in the middle of the jungle and around it formed the city of Coatl. Some say the followers of Ipalnemoani have taken it over. A new tribe was associated around these new cities. They called themselves Malinalli {Meaning – Plant}   are lead by a religious leader who is a proclaimed prophet. He calls himself the offspring of the Sun and the Earth. Only the prophet can identify his siblings, the children of the Sun and Earth, therefore the prophet chooses his successor who must be one of these children, this can be a family member or close associate. There has never been a woman called as a prophet, but it is assumed that this would be highly unlikely. There are High priests associated with the religion but they have no hold on the leadership.   Environment: Climate/Region: Tropical/ Jungle Kingdoms: Axayaca Cities: Quah {Meaning – Eagle}, Ocelot {Meaning – Jaguar}, A yotl { Meaning – Turtle}, Mazatl {Meaning – Deer} Capitol: Coatl {Meaning – Serpent} and Axayaca (Meaning – Exalted place) Important People : First great Prophet – Current Prophet – Important Groups: Agenda: Structure: Symbol: Membership: Benefits: Relations outside of group: Role-playing Application: Class:   Culture: Description: Racial Traits: Psychological: Daily life: Physical: Relations: Alignment: Lands: Religion: Language Names: Tribe names: Reason to Adventure: Society & Culture: Arts & Crafts: Magic & Technology: Tribal Structure: Power Struggles: Government: Description: Laws & Justice: Religion: History & Folklore: Environment: Climate/Region: Cities: Capitol : Important People: Important Groups: Agenda: Structure: Symbol: Membership: Benefits: Relations outside of group: Role-playing Application: Class:

Naming Traditions

Other names

Sun & Moon Tribe

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