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View Full Version : D&D 5e/Next Avestan race



quinron
2016-09-18, 03:04 AM
This race was designed for a setting I'm designing. The setting is far from done - the avestan faith will be greatly expanded in it - but I'd like to know your thoughts on the race's balance and general flavor.

AVESTAN

Avestan resemble statuesque humans in shape, though in little else. Their limbs and digits are long and thin, with knobby joints and no nails. Their heads are long and their faces flat, their eyes and mouths are wide, and they grow no hair on their heads or elsewhere. The most evident difference, however, is their pigmentation: depending on their lineage, an avestan's skin will be either pitch black or chalk white, with little variance in hue between individuals. The black-skinned Descendants of Zoradi have white eyes with concentric bands of blue where another race would have irises and pupils, while the white-skinned Descendants of Qandama have black eyes with red rings.

The avestan are defined by their faith: they believe that two deities, Zoradi and Qandama, are entirely responsible for the creation of the universe and all its inhabitants, and they created the avestan last in all existence to serve as living testaments to their will. The faith of the avestan is dualistic: Zoradi - represented by the color black and portrayed as female - represents all that is pure, good, and beneficial, while Qandama - represented by white and portrayed as male - is all that is evil, sickly, harmful, and shameful. Despite these associations, the avestan count neither deity as being good or evil, simply working to mirror the other and maintain balance in all aspects of existence. To show preference in worship is considered a heinous act in avestan culture, regardless of the worshipper's intention or personal morality; those who show preference are known as the Partisan, and while modern culture has done away with the old practice of executing them, they are cut off from all family, friends, and acquaintances and publicly shunned by all avestan who know of their sin. The only route back into the faith for penitent Partisans is to leave their homes and travel far away where their names and sin are unknown.

The faith of the avestan has no name, as the avestan believe that to distinguish it would implicitly validate the faiths of the "pretender gods;" non-avestan rarely feel the need to speak of the faith, but when they do, they simply refer to it as "avestan," as it is as much or more of a cultural element a spiritual one. While avestan are raised from birth to follow Zoradi and Qandama, and all elements of their social culture are tied to their religion, some avestan wander from the faith, some renouncing their gods entirely and some continuing to worship Zoradi and Qandama alongside other gods. These "Faithless" are shunned like the Partisan, but they face far fewer obstacles in returning to the faith if they choose to do so, requiring only the word of a high priest who deems them to be free of the corruption of "false faith."

AVESTAN TRAITS
Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores each increase by 1.
Age. Avestan mature physically at the same rate as humans, but they are not considered adults in their society until they have completed the Rite of Melding. After reaching physical maturity, an avestan's outward physical appearance and fitness remain completely unchanged. Avestan tend to live between 150 and 180 years.
Alignment. Avestan are almost always lawful, being raised in rigorous religious observance and taught to shun the Faithless and hate the Partisan. Despite these extreme views and their tendency to be cold toward non-avestan, they typically have good hearts and wish the best for the world and its inhabitants. The Faithless are guided by whatever beliefs they've learned since leaving the faith, while the Partisan remain lawful but devote themselves to the cause of either good or evil, depending on their patron.
Size. Avestan stand several inches taller than humans, averaging around 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Raised in Faith. You gain proficiency in the Religon skill.
Language. You speak, read, and write Common and Celestial.
Subrace. Two subraces populate the world of Ishkral: Descendants of Zoradi and Descendants of Qandama. Choose one of these subraces.

DESCENDANT OF ZORADI
Being formed by the goddess of all things good, Descendants of Zoradi are constantly optimistic: they believe that no matter how powerful evil may become, good will always find a way to balance it out; and should good need a helping hand, they are more than willing to provide it. Descendants of Zoradi have access to natural healing magic, which, combined with their keen instincts and eye for detail, makes them natural doctors and farmers, as well as defenders of the faith.
Ability Score Increase. Your Wisdom score increases by 1 additional point.
Indomitable Spirit. You have advantage on saving throws against being frightened or charmed.
Zoradi's Blessing. You know the guidance cantrip. Once you reach 3rd level, you can cast cure light wounds once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast calm emotions once using this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

DESCENDANT OF QANDAMA
Descendants of Qandama have a reputation among other races for being joyless and cynical. While their dour demeanor is to be expected of the creations of the god of all evil, they have a widespread reputation as powerful artists and artisans, their intimate familiarity with the perverse allowing them to portray the mortal condition without romance or gloss. A passion for knowledge of the universe and a preturnaturally high intellect lead many Descendants of Qandama to study the arcane arts.
Ability Score Increase. Your Intelligence score increases by 1 additional point.
Artistic Passion. You gain proficiency with the artisan's tools of your choice: calligrapher's supplies, carpenter's tools, glassblower's tools, jeweler's tools, mason's tools, painter's supplies, potter's tools, weaver's tools, or woodcarver's tools. Your proficiency bonus is doubled for any ability check you make that uses your chosen tools.
Qandama's Blessing. You know the chill touch cantrip. Once you reach 3rd level, you can cast hex 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.