The World of Vaale

Come explore a story--YOUR story. Vaale is a world like our own--full of life, conflict and stories. Where it differs is in its inhabitants. Many and varied are these people and equally as varied are their stories...Won't you share your tale here in Vaale?

Herein you will find the fabulous and fantastical peoples that populate the world of Vaale.Because of the variety of people within Vaale, they have been split into groups based upon shared heritage and birthrights.

Álfar

The Álfar people have a link to the Álfheimr, the source of all fey influence in the world of Vaale. These people are able to be divided into four separate groups, each embodying some inherent aspect of Álfheimr; its connections to nature, its impression upon imagination, the terror of the inhuman and immortal fey inhabitants and its ephemeral existence.

Caiste

Caiste are as diverse in appearance as they are in personality. Characterized by their close kinship to their fey ancestors, when one thinks of forest-dwelling fey-types, most often one is thinking of a Caiste. Running the gamut from
tiny, sprite-like figures to having animal extremities such as horns, tusks or even entire lower-halves complete with hooves, they tend to make themselves known on sight, for better or worse.

Traits

  • Ability Score Increase. Your Dexterity score increases by 2.

  • Age. Although Caiste reach physical maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. An Caiste typically claims adulthood and an adult name around the age of 50 and can live to be 350 years old.

  • Size. Your size is Medium.

  • Speed. Your base walking speed is 35 feet.

  • Darkvision. You can see in dim light within 60 feet 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 gray.

  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Subraces

The Caiste have a number of variations with a multitude of abilities dispersed among their subraces. Choose one of these subraces.

Huldra

A group of the Caiste line that are characterized with the closest features to a human--until one notices their animal tail. This tail usually is that of a cow or fox but in all instances is too large to hide for long.

  • Ability Score Increase. Your Charisma score increases by 1.

  • Forest Song. You perform a restful song that aids in recovery. At the end of a short rest, Roll 2d8; the total is how many hit points of creatures this trait can affect. Starting with the creature that has the lowest current hit points, each creature that can hear you and that spent Hit Die to recover hit points at the end of the short rest regain hit points up to their maximum.

    Subtract the amount each creature recovered from the total before moving on to the creature with the next lowest hit points.

    Only creatures that can hear you and that expended hit die at the end of the short rest may benefit from this effect. Once you have used this trait, you cannot use it again until you have completed a long rest.

  • Lure of the Forest. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the enthrall spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.


Karnon

Caiste who have been gifted hybrid bodies with animal physiology, they resemble the mythological satyr or centaur. Their powerful legs permit faster movement and can deal damaging blows when needed.

  • Ability Score Increase. Your Strength score increases by 1.

  • Hooved Speed. Your parentage grants you powerful legs to move faster than most. Your base speed is 40 feet.

  • Hooves or Horns. You can use your horns or your hooves to make unarmed strikes. Your hooves or horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

  • Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves or horns.

  • Natural Understanding. You know the druidcraft cantrip.

  • Apperance. Your karnon might not look like other Caiste. Choose 1d4+1 of the following features: small horns; fangs or sharp teeth; have the body of a horse or deer starting at the waist; goatlike eyes; antlers; goatlike legs; cloven hoofs; three fingers; covered in coarse hair; patches of wool; eyes without pupils or iris; exude a smell of moss.

Nisse

These diminutive Caiste are the smallest of their sort, closer to pixies, sprites and the imagined image of a 'fairy'. Despite their height, they are curiously resilient.

  • Ability Score Increase. Your Constitution score increases by 1.

  • Sprite-Sized. Your parentage means you're small, normally no greater than 3 feet in height. Your size is Small.

  • Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

  • Lend a Hand. You can take the Help action as a bonus action on each of your turns. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Doqaltharl

Forges belching forth smoke and sparks as the ringing of hammers on iron rattle through shops and underground anvils--these are the sights and sounds of home for a Doqaltharl. Sometimes referred to as 'dark fey', they are a sister-race to the Caiste. While they may have at one point been related to them, their fey heritage has long since faded in exchange for a life surrounded by iron and metal-work. It is for this very reason that some scholars would say that they no longer have a true connection to the feywilds, their many generations spent working with the antithesis of that place and its people having burned out any traces long ago.

Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

  • Age. Doqaltharl reach physical maturity at about the same age as humans. A Doqaltharl typically claims adulthood sooner than the other fey races, being named an adult at around twenty years old and can live upwards of 200 years.

  • Size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Clear Sight. You can see with clarity in conditions that obscure vision. You are not affected by natural phenomena that cause things to be lightly obscured, such as smoke or fog.

  • Fires of Industry. You gain resistance to fire damage.

  • Ceaseless Toil. The first time you gain a level of exhaustion, you may choose to ignore it instead. You may use this ability only once every 24 hours. In addition, when you take a long rest, you regain an additional hit die. Whenever your hit point maximum increases after 1st Level, your hit point maximum increases by an additional 1 hit point.

  • Mind for Productivity. You know the guidance cantrip. When you use the Help action, you and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.


Erlkonicht

The Erlkonicht are typified by uncanny features--longer than average digits, limbs and height along with perfect symmetry in facial features. Once a race that conquered and ruled the better part of the known world, they now reside in shadow. Their presence is chilling to some and a number of Erlkonicht have the ability to drain vitality from others with a touch.

Traits

  • Ability Score Increase. Your Charisma score increases by 2.

  • Age. Like their Caiste cousins, Erlkonicht reach physical maturity at about the same age as humans, but their notions of adulthood goes beyond physical growth to encompass worldly experience. An Erlkonicht typically claims adulthood around the age of 50 and can live to be 350 years old.

  • Size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet 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 gray.

  • Spurn the Grave. You have advantage on death saving throws.

  • Unseelie Touch. You have a touch rimed in selfish shadows that allow you to take life from others. As an action, you make a melee attack against a creature within your reach--this is considered a natural attack. On a hit, the target takes 1d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.

  • Blessings of Night. You know the thorn whip cantrip. When you reach 3rd level, you can cast the fog cloud spell 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 misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

  • Cowl of the Unseelie. Starting at 3rd level, you can use your action to unleash the dreadful fey power within yourself, causing your features to become horrifying. The instant you transform, all other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

    Once you use this trait, you can't use it again until you finish a long rest.

Gumiho

There is an old rhyme that children sing to one another in parts of Vaale. No one knows where it comes from, which of the races propagated it nor what its intent or meaning could be; they know only it's a popular song that almost every child learns at some point.This song speaks about a strange fox who comes to play tricks and brings misfortune (or good fortune). What it doesn't confirm (or deny) is whether this is just a fantasy.In fact, it is more than truthful. While they go by many names, the Gumiho are a group of fey that appear with vulpine traits--fox ears, fox legs and similar features. What they all share are fox tails which number from two to upwards of nine. They infiltrate societies, bringing good or ill fortune as their whims decide, almost always keeping their true nature a secret.

Traits

  • Ability Score Increase. Choose one of: (a) Choose any one score to increase +2 (b) Choose one score to increase by +1; choose any other to increase by +1.

  • Creature Type. You are a Fey.

  • Age. Gumiho do not mark age by years but by experience. You have a number of tails equal to your Proficiency bonus. The number of tails increases as your proficiency bonus increases.

  • Size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Darkvision. You can see in dim light within 30 feet 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 gray.

  • Shapeshifting. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

    You stay in the new form until you use an action to revert to your true form or until you die. In addition, you may be revealed or forced to revert to your true form if:

    - You pass before a mirror or reflective surface made of metal, your true form will be seen within the reflected surface.

    - When you take radiant damage, you must make a concentration check to maintain your form. Failing this check will cause you to revert to your true form and you will be unable to use this trait for 24 hours.

  • Trickster's Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space adjacent to a creature you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

    When you reach 3rd level, immediately after you use your Trickster Step, each creature of your choice that you can see within 5 feet of you takes poison damage equal to your Intelligence modifier (minimum 1).

Ebiaben

These tribes, so named for their connection (either real or imaginary) to the Father of All Monsters, Ebiasoth. While they indeed have a smattering of monstrous features and abilities related to their primal progenitor, they all are contributing forces within Vaale.

Maihes

The legacy of races that have been created by the Father of All Monsters are numerous and amongst their ranks they count the Maihes. With blood and bearing derived from the ancient sphinx, these feline progeny have grown fruitful and multiplied in the heat of the deserts and the deep jungles. Wise, insightful and inscrutable, they are remarkable tacticians and skilled combatants thanks to their cat-like builds and peerless intuition.

Traits

  • Ability Score Increase. You increase your Wisdom or Intelligence score by 2.

  • Age. Maihes reach physical maturity at about the same age as humans, but they are not considered adults until they have reached a level of matured wisdom and intellect. A maihes typically achieves adulthood around the age of 75 and can live to be around 475 years old.

  • Size. Maihes vary in size from 5 feet to over 6 feet tall. Your size is Medium, regardless of your height in that range.

  • Speed. Your base walking speed is 30 feet.

  • Darkvision. You can see in dim light within 30 feet 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 gray.

  • Second-Sight. You have a perception that goes beyond the mundane for a brief period of time. As an action, you extend your vision to include things on the Ethereal plane for 1 minute. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

    You regain the use of this ability after a short or long rest.

  • Inscrutable. Your face and mind betrays nothing, having gained the stoic resistance of your Sphinx forebears. You have advantage on saving throws against having your mind read using divination magic and you make any Deception skill checks with Advantage.

  • Chronal Insight. Your heritage has granted you insight into the flow of time. You always know how much time has passed, although not necessarily the time of day and you may add your Proficiency bonus to your Initiative rolls.

    Starting at 5th level, your understanding of time increases. At the end of a long rest, you may designate one other willing creature. That creature may add their proficiency bonus to their initiative rolls for 24 hours or until you complete a long rest, whichever occurs first.

Medusai

With their sharp, reptilian features, longer limbs and their serpentine additions, the Medusae are without a doubt the most uncanny and monstrous looking of the races. Their heritage that traces all the way back to the direct influence of the Father of All Monsters shows through heavily even today and there is little doubt that the primal being touched them at some point.While their skin holds the same general texture and feel of other races, some have developed patches of scales while others have flesh that is more rigid and unyielding. Their skin can be any number of tones common to humans though lighter skins tend to resemble alabaster or marble coloring as opposed to lighter or fair skin tones. Their hair comes in a variety of colors and patterns, similar to any coloration a snake may have. In addition, while some medusae have hair that are living serpents, others either have a mass of what appears to be serpent tails or a combination of snake heads and tails.

Variants

Traits

  • Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1.

  • Age. Medusae mature at an extended rate, and typically they claim adulthood around the age of 65. The average Medusae can live up to 250 years.

  • Size. Medusae can grow to an average of 5 to 6 feet with leaner builds, though some came be thicker in size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Serpent's Blessing. You cannot be poisoned and take no poison damage.

  • Gaze of the Medusai. Like all Medusae, your gaze has an effect on those who meet it. When you first create a Medusae you choose one of the two following gaze attacks. It is not possible for anyone, even other Medusae to know what your gaze attack is unless they have seen you perform it. You cannot change the selected gaze attack under any circumstances.

    Hypnotic Gaze: Your gaze is enthralling, your eyes briefly shimmering with swirling and scintillating patterns and colors. When you are attacked by a humanoid creature within 10 feet of yourself that you can see, you may use your reaction to impose disadvantage on the attack roll and force the creature to make an Intelligence saving throw equal to 10 + your proficiency bonus. On a failed save, the attack misses automatically and the creature is effected as if by the hypnotic pattern spell. An attacker that can't be blinded is immune to this feature.

    You may use this feature once per short or long rest.

    Petrifying Gaze: You have a 'gentler' version of the legendary petrifying gaze of the Medusae, said to turn any creature that meets it to stone. When you are attacked by a humanoid creature within 10 feet of yourself that you can see, you may use your reaction to force it to make a Constitution saving throw equal to 10 + your proficiency. If the target fails the save, it is restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified for a number rounds equal to half your Constitution modifier (minimum 1).

    Starting at 10th level, if a creature fails the initial saving throw by 10 or more, the creature is instantly petrified.

Medusai: Naga

As opposed to their humanoid-shaped fellows, the Naga have only the upper bodies of humans and, instead of legs, have serpent tails. This is not the only physiological difference either; unlike Medusai, who may be born with either a hypnotic or petrifying gaze, Naga only exhibit the hypnotic gaze ability.

Traits

All naga share the following traits. These traits do not replace or remove the traits granted by the standard Medusae race option unless otherwise noted.

  • Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Use this in place of the usual Ability Score increases given by selecting a Medusae.

  • Size. Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to 15 feet. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.

  • Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.

    If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.

  • Hypnotic Gaze. Your heritage prevents you from having access to both forms of the Medusae gaze; instead you may only take the Hypnotic Gaze option.

Uiara

Living in both freshwater and in the briny depths, the Uiara are a fish-born race that claims to be the final 'Monstrous' offspring of the Father of All Monsters and his immediate offspring, Tehom. They are as varied as humans and evolve as they age, gaining new, natural gifts that reflect the changing form of their progenitor.

Traits

  • Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice by 1.

  • Age. Like humans, Uiara reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, and most Uiara live to be over 100 years old.

  • Size. Uiara are varied in size and can range from 4 feet to 7 feet. Your size is Medium or Small.

  • Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

  • Amphibious. You can breathe air and water.

  • Birthright of Tehom. As the offspring of the great being Leviathan, you have features that link you to your home beneath the water and waves. These features depend initially on whether you were born in the salt-water (Pincoya Tribe) or fresh-water (Iacus Tribe) and expand as you gain experience, shaping your appearance.

Birthright of Tehom

Starting at 1st level, you may select one Birthright trait. You may only select a trait from the list of traits that corresponds to your tribe. At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level. You are not limited to traits related to your tribe when selecting your second trait.

Birthright of Iacus

Fresh-water living Uiarans, those of the Iacus tribe adapt to the constantly-flowing waters of large rivers or the verdant lakes through unique ways.Select one trait from the list below during character creation. You may choose a second trait from this list when you reach 5th level.

  • Catfish Birthright. Like certain species of fish in rivers and lakes, you can create short and sharp currents of electricity to shock those that come into contact with you.
    You know the cantrip Shocking Grasp and may cast it as a spell-like ability.
    Constitution is your spellcasting ability for this spell.

  • Frog Birthright. You have a long, sticky tongue that you can use to lash or grab items or other creatures. As a bonus action, you may make a melee attack on a creature that is within ten feet of you using your tongue. On a hit, the attack deals 1d4 slashing damage and a Medium or smaller creature must make a Strength save (DC 10 + STR mod) or be pulled 5 feet towards you.

  • Yabbie Birthright. Your skin has an almost chitinous texture, making it durable and able to withstand damage naturally. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Birthright of Pincoya

The Pincoya are characterized as living in the salt water seas of the world. As such, their traits reflect this oceanic lifestyle.Select one trait from the list below during character creation. You may choose a second trait from this list when you reach 5th level.

  • Angler Birthright. Your skin and fins are lined with luminescent patterns that glow varying colors in dark places and give off a faint light. You have the ability to control these lights to a degree.

    You may shed bright light in a 10 foot radius around yourself and dim light for another 10 feet. In addition, you may cast Color Spray as a level 1 spell-like ability in a 15-foot radius originating from you once per long rest.

  • Shark Birthright. You have a set of powerful jaws lined with sharp teeth that can tear through flesh, allowing you to make a bite attack. You are proficient with your bite attack. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier.

  • Urchin Birthright. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Creatures have disadvantage while attempting to maintain a grapple against you.

Eulmin

What we in Earth would call 'human', these peoples are either human or human-adjacent. It should be noted that a number of scholars are content to use the term 'Eulmin' to describe any group that doesn't quite fit into one of the other categories--as the scholars have seen no reason to change their outlook for over two thousand years, then neither will this resource.

Biir

The child of one of the Eulmin people and one of the Álfar races. Tragically, the offspring in such unions struggle to find a place among either group (although it should be noted that the Doqaltharl seem to be a consistent exception to this). With a history of struggling to find a place in the world, Biir have found it safer to congregate together, creating places and spaces for themselves in Vaale.While their history and identity is scattered and filled with moments of individual tragedies, they also have crafted a culture unique to themselves--one which is open to any other Biir (or anyone else) that seeks a chance to live alongside others in a community.

Traits

  • Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

  • Age. Biir mature at the same rate as Álfar, and typically claim adulthood around the age of 65 and can live to be 250 years old.

  • Size. Biir are often bulky regardless of their height and of that height they may be around the size of an below-average human or standing over six feet. Your size is Medium or Small.

  • Speed. Your base walking speed is 30 feet.

  • Gift of the Álfar. All Biir take after their fey parent in some respect. Select one of the following traits to represent your Álfar parentage:

    Fleet of Foot (Caiste): Your base walking speed increases to 35 feet.
    Essence Extraction (Erlkonicht): As an action, you make a melee attack against a creature within your reach. This is considered a natural attack. On a hit, the target takes 1d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.
    Darkvision (Gumiho): You can see in dim light within 30 feet of you as if it were bright, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Ceaseless Toil (Doqaltharl): The first time you gain a level of exhaustion, you may choose to ignore it instead. You may use this ability once every 24 hours.

  • Gift of the Eulmin. All Biir take after their Eulmin parent in some respect. Select one of the following traits to represent your Eulmin parentage:

    Mortal Resiliance (Eul): Your hit point maximum increases by 2. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points.
    Reverie (Sefirot): You only need to sleep for 4 hours a day. You gain the same benefit that a Eul does from 8 hours of sleep.
    Empowered Healing (Chelhua): Whenever you regain hit points through any means, increase the amount of healing gained by 1.
    Relentless Endurance (Khagt): When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Eul

The First race to appear on Vaale, how they arrived is unknown. Unspecified by any record, too, is the fact that Euls became the basis for all other races on Vaale. They are one of the shortest-lived groups and by comparison lack most of the features of supernatural or preternatural powers that define the others.What they do have is untapped potential; by growing and gaining experience, they have means to transcend their limits and have proven capable of doing so time and time again.

Note: Humans within the world of Vaale are diverse and varied; they need not use the block of traits listed below and DMs and players are free to use the other human variants as outlined in the PHB.

Traits

  • Ability Score Increase. Select two ability scores to increase by 2.

  • Age. Humans reach adulthood in their late teens and tend to live less than a century.

  • Size. Euls vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium or Small.

  • Speed. Your base walking speed is 30 feet.

  • Naturally Skilled. You gain proficiency in two skills of your choice or one skill and one tool set of your choice.

  • Mortal Experience. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your lowest ability score increases by 1. If your two lowest ability scores are equal, you may choose which of the two to increase.

  • Mortal Resilience. When you create your character, select one of the following traits:
    - You gain proficiency in a saving throw of your choice.
    - Your hit point maximum increases by 2. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points.

Sefirot

Many groups and tribes have wandered the world before finally settling in some place upon the material plane, but none have wandered as the Sefirot have. Strange in appearance and touched with a curious understanding of the world and its spiritual state, they have faced many trials and obstacles as a people. Bereft of their homelands, they now wander free and rare is the settlement of Sefirot.

  • Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.

  • Age. Sefirot mature at the same rate as Álfar, and typically claim adulthood around the age of 50 and can live to be 350 years old.

  • Size. Sefirot tend to grow tall, usually a few inches or more than the average Eul. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Multiple Limbs. You have two extra hands with which to manipulate objects, make unarmed strikes, wield weapons, and cast spells. While wielding more than two weapons, you do not gain proficiency to hit on any attacks, you do not benefit from the Finesse property, and you have disadvantage to hit with any weapon that has the Heavy property. Whenever you make an offhand attack, you may make up to two additional melee weapon attacks. Additionally, you can make one additional Use an Object free action per turn.

  • Reverie. You enter a meditative state instead of sleeping. While you dream in this state, you have visions of previous memories and experiences that you have had in a sort of clarity that takes you out of yourself. You only need to remain in this state for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

  • Wanderers of Land and Sea. Your people have known no settled place and are skilled in the means of travel--either through personal experience or being taught by an elder. Choose one of the following proficiencies: Vehicles (Water) or Vehicles (Land).

  • First Alphabet. Your people can claim the oldest written alphabet in all of Vaale and its influence is felt in all written languages even now. You may spend ten minutes attempting to understand any written language that you see. You must be touching the surface on which the words are written. Make an DC 20 (Intelligence) check. On a success, you translate the text. The difficulty of this check is reduced by 1 for each language you have proficiency in. It takes about 1 minute to read one page of text.

    This doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

  • Languages. You can speak, read, and write Common and three languages of your choice.

Traits