Korasyl
2015-10-22, 03:56 PM
Coming from the recesses of my mind, over the course of six years... This race has been in development since the creation of my In-Progress novel.
I present to you all.. The Soltairiens!
Credit goes to everyone who helped make this Race a possibility!
- JNAProductions
- rlc
- RavenJovan
- Blood of Gaea
- JBPuffin
- sajro
And special thanks to Twelvetrees for spreading the word of this Race! :D
INTRODUCTION
In a time no one can recall, this mystical race once dwelled amongst the others of the Material Plane, co-existing in harmony without a smidgen of tension. The Soltairiens resided in a grand tower, whose floors could house a civilization each. Every race revered them as deities, due to their heightened magical capability, and near-perfect looks. The Soltairiens were not awed at due to their enhanced ability, nor their attractiveness, however.. Instead, it was the way they came into existence that set them apart from the other races of the material plane.
Soltairiens were not born from Gods, nor reproduced from ancient races.
They are made of raw, unharnessed magic.
They may have the characteristics of mortal creatures, such as skin, skeletons, muscle, and the like. But like all outsiders, they do not follow the rules of the Material Plane. And that scared the natives to that plane.
Fearing the annihilation of their race, the Court of Six who watched over the race came to a unanimous decision: Live in seclusion, to preserve the people. So, harnessing the raw, untamed magic that fueled the race itself, the Court had plane-shifted the entire tower, as well as the surrounding landscape, to a demiplane of their own design. The resulting discharge had killed nearly half of the entire race, leaving the Soltairien's population to dwindle slowly. And as such, the only reminder to the Material Plane of their existence is the massive crater that was left behind, which is now known as the Grand Lake.
Soltairiens are an oddity, that much can be said. But that's not to say that they're not a sight to behold. Elven-Like in nature, each Soltairien stands roughly 6'' on average, with a lithe body that accentuates their unnatural beauty. Every person from this race possesses emerald-green eyes, and three distinctive features that mark them as unique. Firstly, their skin. Each Soltairien has silk-like skin that appears void of any blemish, regardless of any wounds sustained. Next is their ears, which taper to a point similar to Elves. But instead of standing erect, they tend to curl downwards, just as small fringes of skin do the same near the tip. Finally, their hair. Though the body of the hair can be any color, the tips of each Soltairien's hair reflect the color of their bodily aspect. (See Families and Their Aspects).
RACIAL TRAITS
+1 DEX
+1 CHA
Bodily Control: Because of their enhanced control over their bodies, Soltairiens are better able to retain control of their cognitive skills.
They gain advantage on saves that pertain to movement-altering effects, and to being charmed.
(Entangle, Charm, Command, Etc...)
Otherworldly: Soltairiens have the subtype Outsider, and therefore have no need of food or water, though they do need to sleep.
Though Soltairiens left behind the material plane, the few fragments of what once was still linger within their culture. Pieces of Human ingenuity and will remain as relics to a long-forgotten past, and elven architecture still stands solid in central streets. Though the races of the past are kept in history books, viewable only to the Court of Six, they are known to the population as fairy tales.
Some Soltairiens believe strongly in the foundations of human principles. Others may choose something more archaic, like the natural elven culture. Some even believe in dwarven logic. As it stands, Soltairiens may believe in any religion, so long as they show that they truly do follow it.
Soltairien culture is based on the principles of chivalry, where respect is always ascertained. Backstabbing is frowned upon by most, though some see it as a simple means to a quick end. Soltairiens, though the tower has a set standard of rules, prefer to follow their instincts, disregarding what others believe to be "right," or "wrong." As such, they can be any alignment, though it is rare to see an Evil one. They don't have much reason to be.
Within Soltairn, every Soltairien has an aspect bonded to them, and each aspect has its own group: Families.
Through the Court of Six's mass Census, it has been determined that there are a total of Six Families. According to rumors, there was originally Seven, but the only member of that Family was exiled to the Material Plane, for unknown reasons. There has been no word of such member as of yet.
The listings of each Family and their aspect is recorded here:
Manipulators of the bone, this Family is known for their sly and tricksy nature. Members of this Family are said to have the ability to shape their bones into weapons, as well as break the bones of others. The bones they possess themselves are lighter than the bones of the Material Plane's denizens, allowing for quicker movement. A member of this Family is prone to pull you in for a hug, only to pierce your heart with a piece of their own rib-cage. The tips of each member's hair is a creamy white, the color of bone.
Racial Traits:
+1 to DEX
Aspect of Bone: May use Morph Bone and Sense Fracture at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Dislocate as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Rogue, Ranger
Sculptors of the flesh, this Family is feared for their chaotic and violent tendencies. Members of this Family are know to have the capability of twisting the very skin of creatures to their will, and harming them by the same means. The flesh they possess is harder and sturdier than normal, making them more resilient to damage. These members should be steered clear of, for they will eye you as another toy to play with. The tips of each member's hair reflects the color of their skin-tone.
Racial Traits:
+1 to CON
Aspect of Flesh: May use Sculpt Flesh and Pinch at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Thick Skin as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Warlock
Masters of the muscle, this Family is known for their powerful and energetic demeanor. Family members are said to have immense control over their physical strength, and can increase their muscle mass in the blink of an eye. Having the ability to change their muscle mass has given each member more strength than the average Soltairien. They make great allies, though sometimes they prefer to fight solo. The tips of each member's hair can vary from a bright red to a vibrant pink.
Racial Traits:
+1 to STR
Aspect of Muscle: May use Flex and Bulk at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Overpower as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Barbarian, Fighter
Tyrants of the mind, this Family is well-known for their arrogant and oppressive attitude. Members of this Family are able to probe the minds of others, and break their minds just as easily. Because of their enhanced intelligence, they can retain much more knowledge than any other person. They are the hardest to get along with, but having one as a team-mate can be a great asset. The tips of each member's hair is typically a deep blue.
Racial Traits:
+1 to INT
Aspect of Mind: May use Intellect and Mind Spike at will (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Thought Probe as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Wizard
Harlots of the hair, this Family is renowned for their whimsical and flirtatious manner. Members of this Family have complete control over the hair on their body, able to perfect their looks, and use them for deadly purposes. Due to their constant vanity, these Soltairiens are always more attractive than the rest. Family members always try to get what they want, and usually have no problem doing so. The tips of each members hair is the same as the rest of their hair.
Racial Traits:
+1 to CHA
Aspect of Hair: May use Hair Whip and Looks at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Charm of Vanity as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Bard, Sorcerer, Paladin
Guardians of the will, this Family is respected for their stoicism and bravery. Members of this Family are said to have the ability to pump willpower into themselves and those around them. Knowing how people react in times of need has given them insight on how to prepare for battle. A Family member will stand before his comrades, showing them the true power that bravery and courage possesses. The tips of each members hair are a vibrant green.
Racial Traits:
+1 to WIS
Aspect of Will: May use Guide Arm and Courage at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day use True Inspiration as a spell-like ability. (See Family-Oriented Spells)\
Preferred Class: Cleric, Druid
Tis TOP SECRET. Confidential information for the Court of Six only!
(If this thread gains 1,000 Views, I will reveal this Family!)
-Morph Bone:
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Hour
The bone of your very body bends and shapes to your will.
On your turn, you may morph the bones in your body into various shapes.
You may choose one of the following:
Weapon-Shape: Choose a segment of bone in your skeleton. That segment of bone takes the shape of any melee weapon that has an attack range of 5ft. This weapon does not count as a magic weapon, but deals damage based on the type of weapon that it resembles. When attacking, it is considered a melee spell attack.
At 7th Level, the maximum attack range for the weapons increases to 10ft.
Extend/Shrink: Choose a segment of bone in your skeleton. That segment of bone can be elongated or shrunk to a maximum of 10ft. Doing so does not harm the caster in any way. (Though it will probably make that segment an easier target if extended.) If that segment collides with anything while it is extending, the extension will cease.
The maximum distance increases by 10ft at 5th Level (20ft), 11th Level (30ft), and at 17th Level (40ft).
-Sense Fracture:
Casting Time: Free Action
Range: 10ft
Duration: Concentration, up to 10 Minutes
You can feel the cracks and breaks within a bone.
Upon casting this spell, you become alerted to any broken, fractured, or otherwise damaged bone within a creature that you can see within range. Anything that does not possess an organic skeleton (Metal is not organic.) is not affected by this spell.
(Constructs, Elementals, Apparitions, Illusions, Etc...)
This can affect your rolls in two ways:
Medicinal:On your turn, you may add a +2 to any roll that relates to Medicine or any other healing ability/effect.
OR
Harmful:On your turn, you may add a +2 to your damage upon hitting the creature, as long as you target the damaged bone.
The bonus increases by +1 at 5th Level (+3), 11th Level (+4), and at 17th Level (+5).
-Dislocate:
Casting Time: 1 Action
Range: 15ft
Duration: Instant
You can disjoint the limb of a creature.
On your turn, you may target a limb of any creature you can see within range. That creature must make a CON saving throw against your spell save DC. On a failed save, that creature takes 1d6+1 damage, and gain disadvantage on any actions that require that limb. On a successful save, that creature is unaffected. Each turn, the affected creature can make a CON saving throw to relocate their limb.
The damage for this spell increases by 1d6 for each spell level above 1st used to cast this spell.
-Sculpt Flesh:
Casting Time: 1 Action
Range: Self
Duration: Instant
You twist and contort your own skin, to frighten your foes.
On your turn, you may alter the skin on your body to grotesque proportions. Choose a section of your skin. You may shape it into any form that can fit within a 5ft area.
This manipulation causes fear in any creature within 30ft that has a Challenge Rating less than or equal to your own, and can see you.
Those creatures must pass a WIS saving throw against your spell save DC, or become frightened of you for 1 Round. Any creature that has been frightened by this effect within 24 hours cannot be affected again.
The duration of the fright increases by 1 Round at 5th Level (2 Rounds), 11th Level (3 Rounds), and at 17th Level (4 Rounds).
-Pinch:
Casting Time: 1 Action
Range: 30ft
Duration: Instant
Your enemies howl in pain as you torture their skin.
Upon casting this spell, you choose any creature you can see within range, and make a ranged attack roll. On a successful hit, the target takes 1d6 damage and must succeed on a CON saving throw against your spell save DC, or lose the ability to take reactions on their next turn.
Any creature that does not possess organic flesh is not affected by this spell.
(Constructs, Elementals, Apparitions, Illusions, Etc...)
The damage for this spell increases by 1d6 at 5th Level (2d6), 11th Level (3d6), and at 17th Level (4d6).
-Thick Skin:
Casting Time: Bonus Action
Range: Self
Duration: 1 Round
Your skin thickens dramatically, making you harder to wound.
Upon casting this spell, you are granted a +1 to your AC, and gain resistance to non-magical bludgeoning, piercing, and slashing damage for the duration.
The AC bonus increases by +1 for each spell level above 1st used to cast this spell.
-Flex:
Casting Time: Bonus Action
Range: Self
Duration: Instant
You bolster your arm, adding extra force to your swing.
You may only cast this spell upon successfully hitting a creature with a melee attack. Once cast, you add an extra 1d4 force damage to your total damage dealt. If you suffer from any level of exhaustion, this spell cannot be cast.
The extra force damage increases by 1d4 at 5th Level (2d4), 11th Level (3d4), and at 17th Level (4d4).
-Bulk:
Casting Time: Free Action
Range: Self
Duration: 1 Round
You tense your muscle, giving you higher strength for a time.
Upon casting this spell, you may add 1d4 to all strength-based rolls for the duration, and you appear more muscled than normal. If you suffer from any level of exhaustion, this spell cannot be cast.
-Overpower:
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 2 Rounds
You greatly increase your muscle mass, allowing you to take on bigger foes.
Upon casting this spell, your body becomes astonishingly muscled. You gain the ability to perform grapple checks on creatures that are 1 size category bigger than you, and you are considered 1 size category higher than you are for the duration.
If you suffer from any level of exhaustion, this spell cannot be cast.
The duration increases by 1 Round for each spell level above 1st used to cast this spell.
-Intellect:
Casting Time: Free Action
Range: Self
Duration: Concentration, up to 2 Rounds
You focus your mind, able to recall everything you've learned.
Upon casting this spell, you may add a 1d4 to all Knowledge-based rolls for the duration. If your Intelligence Score is lower than 10, this spell cannot be cast.
-Mind Spike:
Casting Time: 1 Action
Range: 45ft
Duration: Instant
You send out a mental shard, piercing into the mind of your foes.
Upon casting this spell, make a ranged spell attack against a creature that you can see within range. On a successful attack, that creature takes 1d8 psychic damage. If the creature's HP is reduced to 0 by this spell, that creature dies as its brain fragments. If the creature has an Intelligence Score of 3 or lower, it is unaffected by this spell. If your Intelligence Score is lower than 10, this spell cannot be cast.
Starting at 5th Level, you gain the ability to target up to two creatures with this spell. You must make a separate ranged spell attack roll against each target. You gain a third target at 11th Level, and a fourth target at 17th Level.
-Thought Probe:
Casting Time: 1 Action
Range: 10ft
Duration: Instant
You impose your mind into anothers, gaining unwanted secrets about them.
Upon casting this spell, choose a target creature that you can see within range. That creature must contend its Intelligence against your own Intelligence in a roll. (Add your INT Modifier to the roll. Higher the roll wins.) If the creature fails the contest, you magically discern one thing from the list of choices about that creature. If the creature wins the contest, it is unaffected by this spell, and is immune to the effects of this spell for 24 Hours. If the creature has an Intelligence Score of 3 or lower, it is unaffected by this spell. If your Intelligence Score is lower than 10, this spell cannot be cast.
Ability Score: You can choose any one Ability Score to learn about the creature.
Traits: You can choose to learn either the creature's Bond, its Flaws, its Ideals, or its Personality if it has any.
Resistances: You can choose to learn any one Resistance the creature has, if it possesses any.
Vulnerabilities: You can choose to learn any one Vulnerability the creature has, if it possesses any.
Immunities: You can choose to learn any one Immunity the creature has, if it possesses any.
Feat: You can choose to learn about a single Feat the creature knows, if it has any.
Hit Points: You can choose to discern either its current Hit Points, or its Hit Point Maximum.
Alignment: You can choose to discern the creatures alignment.
The range for this spell increases by 10ft for each spell level above 1st used to cast this spell.
-Hair Whip:
Casting Time: 1 Action
Range: 15ft
Duration: 1 Round
You lash at your victim with your hair, binding them tight.
Upon casting this spell, make a ranged spell attack against a creature you can see within range. This creature must be of the same size category as you, or smaller. On a successful attack, that creature takes 1d4 slashing damage, and is grappled by your hair for the duration. They may get out of the grapple in two ways:
Break Free: The creature may make an Athletics/Acrobatics check against your spell save DC to unravel your hair from itself.
OR
Cut Free: The grappled creature, or any other creature within 5ft of the grappled creature may make a melee attack against your spell save DC to cut your hair, so long as they possess a weapon that deals Slashing damage.
The duration for this spell increases by 1 Round at 5th Level (2 Rounds), 11th Level (3 Rounds), and at 17th Level (4 Rounds).
-Looks:
Casting Time: Free Action
Range: Self
Duration: Instant
You use your mastery of vanity to persuade others.
Upon casting this spell, any scars or blemishes that your character has (Including cut hair, but not severed limbs.) vanish permanently. This does not remove any debilitating effects that reduce your HP Maximum, only aesthetic effects. However, before the start of your next turn, you can add a 1d4 to all Charisma-based roll that you make.
Charm of Vanity:
Casting Time: 1 Action
Range: 10ft
Duration: Concentration, up to 2 Rounds
You use your beauty to start wars, and watch in bliss.
Upon casting this spell, choose two target creatures that you can see within range. Those creatures must make a WIS saving throw against your spell save DC. If both creatures fail the saving throw, they become enraged at each-other, and fight for the duration. At the start of their turns, they can attempt a WIS saving throw to end the spell. If they both succeed the saving throw, they are unaffected by the spell, and become immune to the spells effects for 24 Hours. If only one creature fails the saving throw, the other creature can make a CHA saving throw against your spell save DC to end the spell on the affected creature. If the creature is unable to see you (Blind-Sight does not count.) they are unaffected by the spell.
The duration for this increases by 1 Round for each spell level above 1st used to cast this spell.
-Guide Arm:
Casting Time: 1 Action
Range: 10ft
Duration: Concentration, up to 1 Round
You guide the arm of yourself or your team-mate, letting their attack hit home.
Upon casting this spell, choose a party member that you can see within range. On their next turn, they gain advantage on the first attack roll they make. If the targeted party member is Frightened, they are unaffected by this spell. If you are Frightened, you are unable to cast this spell.
-Courage
Casting Time: Bonus Action
Range: 10ft
Duration: Instant
You flood a team-mates body with valor, deposing the fear in them.
Upon casting this spell, choose a party member that you can see within range. That party member gains advantage on their saving throw to get out of being Frightened. The targeted party member must be Frightened for this spell to have any effect. If you are Frightened, this spell cannot be cast.
-True Inspiration:
Casting Time: 1 Action
Range: 10ft
Duration: Instant
You fill a team-mate with raw bravery, making them feel stronger than before.
Upon casting this spell, choose a party member that you can see within range. That party member gains Temporary HP equal to 1d4 + WIS Modifier. If the targeted party member is Frightened, they are unaffected by this spell. If you are Frightened, this spell cannot be cast.
The Temporary HP gained goes up by 1d4 for each spell level above 1st used to cast this spell.
SIDE NOTE: I DID IT, THE PYLONS ARE FINISHED! :D
I present to you all.. The Soltairiens!
Credit goes to everyone who helped make this Race a possibility!
- JNAProductions
- rlc
- RavenJovan
- Blood of Gaea
- JBPuffin
- sajro
And special thanks to Twelvetrees for spreading the word of this Race! :D
INTRODUCTION
In a time no one can recall, this mystical race once dwelled amongst the others of the Material Plane, co-existing in harmony without a smidgen of tension. The Soltairiens resided in a grand tower, whose floors could house a civilization each. Every race revered them as deities, due to their heightened magical capability, and near-perfect looks. The Soltairiens were not awed at due to their enhanced ability, nor their attractiveness, however.. Instead, it was the way they came into existence that set them apart from the other races of the material plane.
Soltairiens were not born from Gods, nor reproduced from ancient races.
They are made of raw, unharnessed magic.
They may have the characteristics of mortal creatures, such as skin, skeletons, muscle, and the like. But like all outsiders, they do not follow the rules of the Material Plane. And that scared the natives to that plane.
Fearing the annihilation of their race, the Court of Six who watched over the race came to a unanimous decision: Live in seclusion, to preserve the people. So, harnessing the raw, untamed magic that fueled the race itself, the Court had plane-shifted the entire tower, as well as the surrounding landscape, to a demiplane of their own design. The resulting discharge had killed nearly half of the entire race, leaving the Soltairien's population to dwindle slowly. And as such, the only reminder to the Material Plane of their existence is the massive crater that was left behind, which is now known as the Grand Lake.
Soltairiens are an oddity, that much can be said. But that's not to say that they're not a sight to behold. Elven-Like in nature, each Soltairien stands roughly 6'' on average, with a lithe body that accentuates their unnatural beauty. Every person from this race possesses emerald-green eyes, and three distinctive features that mark them as unique. Firstly, their skin. Each Soltairien has silk-like skin that appears void of any blemish, regardless of any wounds sustained. Next is their ears, which taper to a point similar to Elves. But instead of standing erect, they tend to curl downwards, just as small fringes of skin do the same near the tip. Finally, their hair. Though the body of the hair can be any color, the tips of each Soltairien's hair reflect the color of their bodily aspect. (See Families and Their Aspects).
RACIAL TRAITS
+1 DEX
+1 CHA
Bodily Control: Because of their enhanced control over their bodies, Soltairiens are better able to retain control of their cognitive skills.
They gain advantage on saves that pertain to movement-altering effects, and to being charmed.
(Entangle, Charm, Command, Etc...)
Otherworldly: Soltairiens have the subtype Outsider, and therefore have no need of food or water, though they do need to sleep.
Though Soltairiens left behind the material plane, the few fragments of what once was still linger within their culture. Pieces of Human ingenuity and will remain as relics to a long-forgotten past, and elven architecture still stands solid in central streets. Though the races of the past are kept in history books, viewable only to the Court of Six, they are known to the population as fairy tales.
Some Soltairiens believe strongly in the foundations of human principles. Others may choose something more archaic, like the natural elven culture. Some even believe in dwarven logic. As it stands, Soltairiens may believe in any religion, so long as they show that they truly do follow it.
Soltairien culture is based on the principles of chivalry, where respect is always ascertained. Backstabbing is frowned upon by most, though some see it as a simple means to a quick end. Soltairiens, though the tower has a set standard of rules, prefer to follow their instincts, disregarding what others believe to be "right," or "wrong." As such, they can be any alignment, though it is rare to see an Evil one. They don't have much reason to be.
Within Soltairn, every Soltairien has an aspect bonded to them, and each aspect has its own group: Families.
Through the Court of Six's mass Census, it has been determined that there are a total of Six Families. According to rumors, there was originally Seven, but the only member of that Family was exiled to the Material Plane, for unknown reasons. There has been no word of such member as of yet.
The listings of each Family and their aspect is recorded here:
Manipulators of the bone, this Family is known for their sly and tricksy nature. Members of this Family are said to have the ability to shape their bones into weapons, as well as break the bones of others. The bones they possess themselves are lighter than the bones of the Material Plane's denizens, allowing for quicker movement. A member of this Family is prone to pull you in for a hug, only to pierce your heart with a piece of their own rib-cage. The tips of each member's hair is a creamy white, the color of bone.
Racial Traits:
+1 to DEX
Aspect of Bone: May use Morph Bone and Sense Fracture at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Dislocate as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Rogue, Ranger
Sculptors of the flesh, this Family is feared for their chaotic and violent tendencies. Members of this Family are know to have the capability of twisting the very skin of creatures to their will, and harming them by the same means. The flesh they possess is harder and sturdier than normal, making them more resilient to damage. These members should be steered clear of, for they will eye you as another toy to play with. The tips of each member's hair reflects the color of their skin-tone.
Racial Traits:
+1 to CON
Aspect of Flesh: May use Sculpt Flesh and Pinch at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Thick Skin as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Warlock
Masters of the muscle, this Family is known for their powerful and energetic demeanor. Family members are said to have immense control over their physical strength, and can increase their muscle mass in the blink of an eye. Having the ability to change their muscle mass has given each member more strength than the average Soltairien. They make great allies, though sometimes they prefer to fight solo. The tips of each member's hair can vary from a bright red to a vibrant pink.
Racial Traits:
+1 to STR
Aspect of Muscle: May use Flex and Bulk at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Overpower as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Barbarian, Fighter
Tyrants of the mind, this Family is well-known for their arrogant and oppressive attitude. Members of this Family are able to probe the minds of others, and break their minds just as easily. Because of their enhanced intelligence, they can retain much more knowledge than any other person. They are the hardest to get along with, but having one as a team-mate can be a great asset. The tips of each member's hair is typically a deep blue.
Racial Traits:
+1 to INT
Aspect of Mind: May use Intellect and Mind Spike at will (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Thought Probe as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Wizard
Harlots of the hair, this Family is renowned for their whimsical and flirtatious manner. Members of this Family have complete control over the hair on their body, able to perfect their looks, and use them for deadly purposes. Due to their constant vanity, these Soltairiens are always more attractive than the rest. Family members always try to get what they want, and usually have no problem doing so. The tips of each members hair is the same as the rest of their hair.
Racial Traits:
+1 to CHA
Aspect of Hair: May use Hair Whip and Looks at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day cast Charm of Vanity as a spell-like ability. (See Family-Oriented Spells)
Preferred Class: Bard, Sorcerer, Paladin
Guardians of the will, this Family is respected for their stoicism and bravery. Members of this Family are said to have the ability to pump willpower into themselves and those around them. Knowing how people react in times of need has given them insight on how to prepare for battle. A Family member will stand before his comrades, showing them the true power that bravery and courage possesses. The tips of each members hair are a vibrant green.
Racial Traits:
+1 to WIS
Aspect of Will: May use Guide Arm and Courage at will. (See Family-Oriented Spells)
At 3rd Level, can 1/Day use True Inspiration as a spell-like ability. (See Family-Oriented Spells)\
Preferred Class: Cleric, Druid
Tis TOP SECRET. Confidential information for the Court of Six only!
(If this thread gains 1,000 Views, I will reveal this Family!)
-Morph Bone:
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Hour
The bone of your very body bends and shapes to your will.
On your turn, you may morph the bones in your body into various shapes.
You may choose one of the following:
Weapon-Shape: Choose a segment of bone in your skeleton. That segment of bone takes the shape of any melee weapon that has an attack range of 5ft. This weapon does not count as a magic weapon, but deals damage based on the type of weapon that it resembles. When attacking, it is considered a melee spell attack.
At 7th Level, the maximum attack range for the weapons increases to 10ft.
Extend/Shrink: Choose a segment of bone in your skeleton. That segment of bone can be elongated or shrunk to a maximum of 10ft. Doing so does not harm the caster in any way. (Though it will probably make that segment an easier target if extended.) If that segment collides with anything while it is extending, the extension will cease.
The maximum distance increases by 10ft at 5th Level (20ft), 11th Level (30ft), and at 17th Level (40ft).
-Sense Fracture:
Casting Time: Free Action
Range: 10ft
Duration: Concentration, up to 10 Minutes
You can feel the cracks and breaks within a bone.
Upon casting this spell, you become alerted to any broken, fractured, or otherwise damaged bone within a creature that you can see within range. Anything that does not possess an organic skeleton (Metal is not organic.) is not affected by this spell.
(Constructs, Elementals, Apparitions, Illusions, Etc...)
This can affect your rolls in two ways:
Medicinal:On your turn, you may add a +2 to any roll that relates to Medicine or any other healing ability/effect.
OR
Harmful:On your turn, you may add a +2 to your damage upon hitting the creature, as long as you target the damaged bone.
The bonus increases by +1 at 5th Level (+3), 11th Level (+4), and at 17th Level (+5).
-Dislocate:
Casting Time: 1 Action
Range: 15ft
Duration: Instant
You can disjoint the limb of a creature.
On your turn, you may target a limb of any creature you can see within range. That creature must make a CON saving throw against your spell save DC. On a failed save, that creature takes 1d6+1 damage, and gain disadvantage on any actions that require that limb. On a successful save, that creature is unaffected. Each turn, the affected creature can make a CON saving throw to relocate their limb.
The damage for this spell increases by 1d6 for each spell level above 1st used to cast this spell.
-Sculpt Flesh:
Casting Time: 1 Action
Range: Self
Duration: Instant
You twist and contort your own skin, to frighten your foes.
On your turn, you may alter the skin on your body to grotesque proportions. Choose a section of your skin. You may shape it into any form that can fit within a 5ft area.
This manipulation causes fear in any creature within 30ft that has a Challenge Rating less than or equal to your own, and can see you.
Those creatures must pass a WIS saving throw against your spell save DC, or become frightened of you for 1 Round. Any creature that has been frightened by this effect within 24 hours cannot be affected again.
The duration of the fright increases by 1 Round at 5th Level (2 Rounds), 11th Level (3 Rounds), and at 17th Level (4 Rounds).
-Pinch:
Casting Time: 1 Action
Range: 30ft
Duration: Instant
Your enemies howl in pain as you torture their skin.
Upon casting this spell, you choose any creature you can see within range, and make a ranged attack roll. On a successful hit, the target takes 1d6 damage and must succeed on a CON saving throw against your spell save DC, or lose the ability to take reactions on their next turn.
Any creature that does not possess organic flesh is not affected by this spell.
(Constructs, Elementals, Apparitions, Illusions, Etc...)
The damage for this spell increases by 1d6 at 5th Level (2d6), 11th Level (3d6), and at 17th Level (4d6).
-Thick Skin:
Casting Time: Bonus Action
Range: Self
Duration: 1 Round
Your skin thickens dramatically, making you harder to wound.
Upon casting this spell, you are granted a +1 to your AC, and gain resistance to non-magical bludgeoning, piercing, and slashing damage for the duration.
The AC bonus increases by +1 for each spell level above 1st used to cast this spell.
-Flex:
Casting Time: Bonus Action
Range: Self
Duration: Instant
You bolster your arm, adding extra force to your swing.
You may only cast this spell upon successfully hitting a creature with a melee attack. Once cast, you add an extra 1d4 force damage to your total damage dealt. If you suffer from any level of exhaustion, this spell cannot be cast.
The extra force damage increases by 1d4 at 5th Level (2d4), 11th Level (3d4), and at 17th Level (4d4).
-Bulk:
Casting Time: Free Action
Range: Self
Duration: 1 Round
You tense your muscle, giving you higher strength for a time.
Upon casting this spell, you may add 1d4 to all strength-based rolls for the duration, and you appear more muscled than normal. If you suffer from any level of exhaustion, this spell cannot be cast.
-Overpower:
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 2 Rounds
You greatly increase your muscle mass, allowing you to take on bigger foes.
Upon casting this spell, your body becomes astonishingly muscled. You gain the ability to perform grapple checks on creatures that are 1 size category bigger than you, and you are considered 1 size category higher than you are for the duration.
If you suffer from any level of exhaustion, this spell cannot be cast.
The duration increases by 1 Round for each spell level above 1st used to cast this spell.
-Intellect:
Casting Time: Free Action
Range: Self
Duration: Concentration, up to 2 Rounds
You focus your mind, able to recall everything you've learned.
Upon casting this spell, you may add a 1d4 to all Knowledge-based rolls for the duration. If your Intelligence Score is lower than 10, this spell cannot be cast.
-Mind Spike:
Casting Time: 1 Action
Range: 45ft
Duration: Instant
You send out a mental shard, piercing into the mind of your foes.
Upon casting this spell, make a ranged spell attack against a creature that you can see within range. On a successful attack, that creature takes 1d8 psychic damage. If the creature's HP is reduced to 0 by this spell, that creature dies as its brain fragments. If the creature has an Intelligence Score of 3 or lower, it is unaffected by this spell. If your Intelligence Score is lower than 10, this spell cannot be cast.
Starting at 5th Level, you gain the ability to target up to two creatures with this spell. You must make a separate ranged spell attack roll against each target. You gain a third target at 11th Level, and a fourth target at 17th Level.
-Thought Probe:
Casting Time: 1 Action
Range: 10ft
Duration: Instant
You impose your mind into anothers, gaining unwanted secrets about them.
Upon casting this spell, choose a target creature that you can see within range. That creature must contend its Intelligence against your own Intelligence in a roll. (Add your INT Modifier to the roll. Higher the roll wins.) If the creature fails the contest, you magically discern one thing from the list of choices about that creature. If the creature wins the contest, it is unaffected by this spell, and is immune to the effects of this spell for 24 Hours. If the creature has an Intelligence Score of 3 or lower, it is unaffected by this spell. If your Intelligence Score is lower than 10, this spell cannot be cast.
Ability Score: You can choose any one Ability Score to learn about the creature.
Traits: You can choose to learn either the creature's Bond, its Flaws, its Ideals, or its Personality if it has any.
Resistances: You can choose to learn any one Resistance the creature has, if it possesses any.
Vulnerabilities: You can choose to learn any one Vulnerability the creature has, if it possesses any.
Immunities: You can choose to learn any one Immunity the creature has, if it possesses any.
Feat: You can choose to learn about a single Feat the creature knows, if it has any.
Hit Points: You can choose to discern either its current Hit Points, or its Hit Point Maximum.
Alignment: You can choose to discern the creatures alignment.
The range for this spell increases by 10ft for each spell level above 1st used to cast this spell.
-Hair Whip:
Casting Time: 1 Action
Range: 15ft
Duration: 1 Round
You lash at your victim with your hair, binding them tight.
Upon casting this spell, make a ranged spell attack against a creature you can see within range. This creature must be of the same size category as you, or smaller. On a successful attack, that creature takes 1d4 slashing damage, and is grappled by your hair for the duration. They may get out of the grapple in two ways:
Break Free: The creature may make an Athletics/Acrobatics check against your spell save DC to unravel your hair from itself.
OR
Cut Free: The grappled creature, or any other creature within 5ft of the grappled creature may make a melee attack against your spell save DC to cut your hair, so long as they possess a weapon that deals Slashing damage.
The duration for this spell increases by 1 Round at 5th Level (2 Rounds), 11th Level (3 Rounds), and at 17th Level (4 Rounds).
-Looks:
Casting Time: Free Action
Range: Self
Duration: Instant
You use your mastery of vanity to persuade others.
Upon casting this spell, any scars or blemishes that your character has (Including cut hair, but not severed limbs.) vanish permanently. This does not remove any debilitating effects that reduce your HP Maximum, only aesthetic effects. However, before the start of your next turn, you can add a 1d4 to all Charisma-based roll that you make.
Charm of Vanity:
Casting Time: 1 Action
Range: 10ft
Duration: Concentration, up to 2 Rounds
You use your beauty to start wars, and watch in bliss.
Upon casting this spell, choose two target creatures that you can see within range. Those creatures must make a WIS saving throw against your spell save DC. If both creatures fail the saving throw, they become enraged at each-other, and fight for the duration. At the start of their turns, they can attempt a WIS saving throw to end the spell. If they both succeed the saving throw, they are unaffected by the spell, and become immune to the spells effects for 24 Hours. If only one creature fails the saving throw, the other creature can make a CHA saving throw against your spell save DC to end the spell on the affected creature. If the creature is unable to see you (Blind-Sight does not count.) they are unaffected by the spell.
The duration for this increases by 1 Round for each spell level above 1st used to cast this spell.
-Guide Arm:
Casting Time: 1 Action
Range: 10ft
Duration: Concentration, up to 1 Round
You guide the arm of yourself or your team-mate, letting their attack hit home.
Upon casting this spell, choose a party member that you can see within range. On their next turn, they gain advantage on the first attack roll they make. If the targeted party member is Frightened, they are unaffected by this spell. If you are Frightened, you are unable to cast this spell.
-Courage
Casting Time: Bonus Action
Range: 10ft
Duration: Instant
You flood a team-mates body with valor, deposing the fear in them.
Upon casting this spell, choose a party member that you can see within range. That party member gains advantage on their saving throw to get out of being Frightened. The targeted party member must be Frightened for this spell to have any effect. If you are Frightened, this spell cannot be cast.
-True Inspiration:
Casting Time: 1 Action
Range: 10ft
Duration: Instant
You fill a team-mate with raw bravery, making them feel stronger than before.
Upon casting this spell, choose a party member that you can see within range. That party member gains Temporary HP equal to 1d4 + WIS Modifier. If the targeted party member is Frightened, they are unaffected by this spell. If you are Frightened, this spell cannot be cast.
The Temporary HP gained goes up by 1d4 for each spell level above 1st used to cast this spell.
SIDE NOTE: I DID IT, THE PYLONS ARE FINISHED! :D