Firstborn - Fairfolk Species in The Connected | World Anvil
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Firstborn - Fairfolk

Firstborn were the first to rise from the the mythical Pods. They are graced with a fair complexion and extended natural youth. To the present times no Firstborn has ever died of old age regardless of how little they cultivated their inner power. For that reason alone they are believed to potentially be immortal from time. They generally have fair skin, slightly pointed ears and sharp features. With their relative age to the other ‘Borns’ they generally are well respected including their youths. They however have an astoundingly low birthrate, perhaps to because of their biology or a general psychological feeling of not needing to rush into something when time seems to forget even the least aspiring of them.   Pureblood
  • +2 Charisma
  • Wonderful Performance: A pureblood may if they critically succeed on anything but charisma related tests, perform a “wonderful performance.” For the (Proficiency Modifier/2) hours they may choose one of their core stat modifiers to be added onto their allies’ core stat modifier. This ability can be used (Proficiency Modifier/2) times before needing a long rest.
  • Socially Fantastic: Pureblood are extremely skilled in all things that involve words. They may choose one charisma based skill and double their base proficiency modifier in that skill, or become proficient in a charisma based skill. This can be changed to any other charisma based skill after a long rest. Every time a pureblood's proficiency modifier reaches a new increment of two they can choose an additional charisma based skill.
Halfblood
  • +1 Charisma
  • Partial Grace: Even in halfbloods the unmatched natural elegance still flows through from Fairfolk. A halfblood may gain proficiency (on top of all other effects) on any charisma test (2 x Proficiency Modifier) times per short rest. This includes saving throws.
  • Coup de Grace: A halfblood may gamble with their very being and declare that they will succeed a task that is not charisma based. This task must actually prove to be difficult requiring on the part of the halfblood to roll above a fifteen on their test (this includes using such things as lucky or an inspiration die). If they succeed they may choose to inspire one creature giving them advantage on their next roll. If they fail they themselves gain disadvantage on their next roll. This ability may be used (Proficiency Modifier) times per day.

Perhaps too Fair

Origin/Ancestry
Firstborn - 0 RT
Geographic Distribution

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