Descendants Species in The Sundered Worlds | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Descendants

Note: all descendant characters have the type celestial as well as humanoid.

The history between mortals and divnities is labyrinthine and dramatic, full of epic sagas and mysterious moments. Many, if not most, mortals can claim ancestral connections to one or more deities; even after the Sundering, some divinities were willing to create mortals even if they couldn't control them. However, there are those with more direct links to divine heritage. Like nephilim and several beastfolk, couatl folk and lothrans are some of the closest things to demigods {PLANET} has to offer. Descendants are any mortal who can trace their heritage directly to one or more divinities.

Couatl Folk

It's tough to be a god, so we do what we can to make their eternal existences easier.

Of Sky and Earth

Like the powers of the Throne of a Thousand Judgements, couatls were always deeply involved with their worshippers. After the Sundering, they came to care for the new mortals more directly, living among them and their societies. But a couatl's presence is powerful, and those mortals that worshipped and attended to them were affected by the couatls' divine magic. Their physical appearance came to resemble the couatls they served, and a sliver of couatl magic was passed through the generations.
Today, most couatl folk are found in {THE FOUR TEMPLES REGION/NATION}, though other couatls have curated societies elsewhere, notably {NAME} in {PLACE} and the {SIBLINGS?} of {REGION}.

Of Feather and Scale

Couatls, being serpentine sky creatures, gave couatl folk the scales of snakes and the jewel-toned feathers of birds. Couatl folk faces tend to have a serpentlike cast, and fine scales cover most of their bodies. Blue, green, red, and yellow feathers sprout from their arms, shoulders, backs, legs, and the backs of their heads.
Age. Couatl folk mature in their early twenties, but can live up to 200 years.
Size. Couatl folk tend toward middling proportions along the mortal spectrum. Your size is medium.
Speed. Your base walking speed is 30 feet.
Divine Resistance. The couatl magic that affected your ancestors runs in your veins. You have resistance to radiant damage.
Glide. Couatl folk have a heritage in the sky, using their limited feathers to glide through the air, though they cannot truly fly. With a leap, you can take to the air, gaining a flying speed equal to your walking speed. While flying in this way, you cannot gain altitude and you descend 1 foot for every 10 feet of horizontal movement. With the help of an updraft, however, you can retain your altitude.
Scales. Couatl folk also have a heritage on the ground. Beneath your colorful plumage are the hardened scales of a serpent, which grant you additional protection. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.
Weather Sense. Because couatls are celestial beings of wind and rain, all couatl folk have an innate sense of the weather. You know when the weather is about to change.

Lothran

Back in MY day, we walked freely through Hell! None of this blood payment and threat of soul consumption!
— An elder Lothran during a visit to the Hells

A Loth to Cover

Yugoloths are fiends native to Gahenna but found all across the lower planes. They have entwined themselves in the politics of the Hells, passed their judgement on the prisoners of Carceri, crafted weapons for the legions of Acheron. In some cases, they have made themselves so powerful as to granted divinity by the archdevils of Hells. Because devils deal in contracts and bargains, a yugoloth's divinity is beholden to certain agreed-upon terms. Inevitably, some yugoloths come to believe they can outwit their pact-holder, ultimately breaking the aforementioned terms. After the Sundering, the Infernals developed a unique punishment for these contract breachers: to be stripped of both divinity and immortality and exiled to the Prime Material.

Fiendish Familiarity

A lothran might be an exiled yugoloth, the child of two exiled yugoloths, or the descendant of a long line of lothrans. Regardless of origin, a lothran takes on an appearance similar to the yugoloth of their bloodline. The short fur and pointed snouts of arcanaloths, the warty skin or spiky teeth of the hyrdoloth, the skeletal body of the merrenoloth, the leathery wings and shoulder spikes of the nycaloth, the diseased flesh and curling claws of the oinoloth, the elongated head and slippery skin of the ultraloth, and the winglike ears and lopsided limbs of the yagnoloth are all common physical manifestations of lothran heritage.
Age. Regardless of whether they were born or made, a lothran lives exactly 101 years from the moment they are made mortal. Though they physically mature in their late teens, a born lothran can speak by the end of their first year and will continue to develop their mental and emotional skills much earlier than other mortals.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Limited Magical Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic and magical effects.
Limited Teleportation. As an action, you can teleport to an unoccupied space you can see within 30 feet of you. Once you use this feature, you must finish a short or long rest before using it again.
Generations of Gahenna. You are descended from a certain type of yugoloth. Choose one of the following options:
  • Arcanaloth Craft. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic 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 phantasmal force spell without using material components 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.
  • Hydroloth Memory. You have advantage on saving throw against a spell or effect that would steal or modify your memory, or detect or read your thoughts.
  • Merrenoloth Fear. You have inherited the merrenoloth's fearful gaze. As an action, you can target one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature you must finish a short or long rest to use it again.
  • Nycaloth Flight. You have thick, leather wings sprouting from your back. You have a fly speed equal to your walking speed.
  • Oinoloth Plague. You bear the diseases of the oinoloths. As an action, you can exude a noxious miasma in a 10 foot radius around you that lasts for 1 minute. When a creature moves into the area or begins its turn there, it must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 1d6 necrotic damage and be poisoned. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use this feature, you must finish a long rest before you can use it again.
  • Ultraloth Gaze. As an action, you can target one creature you can see within 30 feet of you and cause an opalescent light to sparkle in your eyes. The target must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or be charmed by you until the end of your next turn. The charmed target is stunned. Once you use this feature, you must finish a long rest before you can use it again.
  • Yagnoloth Limb. One of your limbs is outrageously oversized. It is your limb, therefore you are familiar with it an can move normally. However, you can use it to make unarmed strikes that are more powerful. On a hit, you deal 1d6 + your Strength modifier bludgeoning damage.


Cover image: by Athevra via Adobe Spark

Comments

Please Login in order to comment!