Virrheimvir & Back New Race

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    CONTENTS (V1.0)

    New Race: Baraani 3

    New Background: Kalksgar Warden 4New Druid Circle: Circle of the Sea 5

    New Spells for Wizards, Druids & Sorcerers 6

    VIRRHEIMVIR

    Some weeks travel across the Trackless Sea, Virrheimvir is a large group of clustered islands,or archipelago, known mostly for its namesake; the leviathan tree rooted on its innermostisland, the roots of which can be seen across the others, spanning the gaps between them

    before disappearing off into the sea at the coast. Home to the Baraani and comprised of tenislands in total, Virrheimvir is tropical in climate, with a wet season that lasts roughly 1/3 ofthe year. A large portion of the inland area, mostly that surrounding the tree, is thick with

    jungle, with very little cleared other than to make room for farming or mining.

    Though it rarely receives them for any reason other than trade, Virrheimvir is welcoming tovisitors, who often come to study the great tree or one of the many stone temples deep inland.

    The large stepped pyramids are a common sight as one gets close to the tree, and while theKalksgar Wardenry maintains them as part of their duties, most are home to sprawling

    catacombs beneath: some an extension of the temples themselves, some ancient burial grounds,and some thus far unexplored and unrecorded. What lies below?

    These temples are one of few examples of Baraani stonework, as the majority of theircraftsmanship can be found in carpentry. Baraani ships are well-renowned for their size and

    sturdiness, and are rarely anything if not ornate Baraani engrave their woodwork with vaststories of triumph and exploration, the truthfulness of which is often less important than howgood a tale it is. The same extends to their homes and belongings, and for many Baraani their

    skin. Youll be hard pressed to find more experienced artists than those onVirrheimvir.

    The islands arent without their troubles, of course. Rumours of a rogue Warden plague thesouthernmost isles, and smugglers and pirates are no strangers to its shores. Who knows what

    other threats lurk close to Virrheimvir, deep beneath the jungle canopy?

    The following content for 5E can be used to create Baraani characters or other characterswith a history involving Virrheimvir, and are more than suitable for campaigns set anywhere

    in the Realms or beyond.

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all otherWizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the

    USA and other countries.

    This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is usedwith permission under the Community Content Agreement for Dungeon Masters Guild.

    All other original material in this work is copyright 2016 by Aaron Lomas and published under the CommunityContent Agreement for Dungeon Masters Guild.

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    NEW RACE

    BARAANI

    IN AN INSTANT, THE GREAT OAK MASTsnapped, the weight of the creatures tentacles toomuch for it. But before it could fall, the Baraaniwere upon it, their huge frames steadfast againstthe timber. It would not fall today: though theirfoe was mighty, its home was beneath the waves:the Baraani ruled their surface.

    -- Anton the Worldly, To Virrheimvir & Back

    It is often joked that all Baraani are sailors, and ina way it is true. While all Baraani learn to sail aschildren, for most people, it is odd to see one

    anywhere but the docks or marketplace ofwherever they live: hailing from their distantisland home of Virrheimvir, the majority ofBaraani other races encounter without makingthe journey there themselves aresailors.Hundreds, maybe thousands of Baraani travel theage-old routes from home and back, but onoccasion a Baraani leaves home with their sightsset on something other than returning to theirown shores.

    TROPICAL ISLANDERS

    A large people, Baraani usually stand between 7

    and 8 feet tall, with little to no difference inheights between men and women. A healthyBaraani typically weighs between 220 to 270pounds. There is little variation in skin toneamongst Baraani, with the vast majority bearingolive or light to dark brown skin. Lighter skintones are most often a sign of non-Baraaniparentage or ancestry. Similarly, Baraani hair israrely anything other than black or brown, withother colours being inherited from non-Baraaniparents. Baraani often wear their hair long,usually braided or ornately styled in some way.Tattoos are very common among Baraani, and

    almost always mimic the Baraani carving style toillustrate elements of the bearers life.Baraanireach adulthood around the age of 20, but haverelatively short lifespans and rarely live longerthan 60 to 65 years.

    ABOVE THE WAVES

    Upon the central island of the Baraani grows thenamesake of the archipelago; the great treeVirrheimvir. The Baraani have long believed thetree to be the source of all life in existence, andthat its immense roots hold the many islands oftheir home up out of the deep whilst blessing the

    Baraani with good health and protection. Theislands themselves are tropical in climate, with a

    wet season lasting around a third of each year.Much of the inland area is thick jungle, for whichreason the Baraani live mostly on the coasts. Mostlarge settlements saw their beginnings as ports orfishing villages, predominantly constructed fromwood as proper stone for masonry is rare on theislands. The Baraani often make use of driftwoodand shipwrecks in their construction, seeing it asthose lost at sea returning home to be part ofVirrheimvir once again. Their woodwork is oftendetailed and carved with geometric artwork anddepictions of Baraani heroes or stories, andwoodcarving is a much respected profession one of few other than sailing. More prestigiousBaraani often have homes incorporating bricksbaked from sand and other materials. All in all,the Baraani are a very spiritual people, and veryprotective of nature and life, especially thatwhich reflects their island and their tree. It is oddto many, then, that such a large part of their

    society revolves around leaving it.There is no group or social order more importantto a Baraani than the crew he or she sails with;many Baraani live their lives mostly at sea, andfor that reason they rarely form bonds strongerthan the ones between them and their crew. Thesame concept extends to Baraani who keep theirfeet on solid ground, to whom their crew is thepeople they work with and depend on. Thesefriendships are more important to the Baraanithan family, and are upheld as such.

    THE NATURAL WAY

    With their reverence for nature and ties to thegreat tree Virrheimvir, it should be no surprisethat there are a great many druids among theBaraani, many of whom attend to the jungles ofVirrheimvir and the great tree itself, residing inone of the pyramid-like jungle temples. The mosttalented and promising form the KalksgarWardenry, the members of which either remainon Virrheimvir or travel across the sea in searchof aspects of nature in need of protection.Other Baraani that travel away from Virrheimvirare often adventurers, searching for somethingnew and different to the somewhat repetitivelive of a sailor. In this case, meeting others of theirkind is rare, but almost always cause for somesmall celebration. Most that choose this patheventually find their way back home as theybegin the final few years of their lives, wherethey share their stories of the world beyond adistant shore.

    BARAANI NAMES

    Baraani typically identify themselves via a singlegiven name, received at birth and kept for theduration of their lives.

    While this means there are many Baraani thatshare names, the Baraani practice of tattooing

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    gives them another avenue from which they maybe identified easily, with the acts depicted in theirtattoos giving rise to nicknames or quasi-surnames.

    Male Names: Alekhuatl, Baldir, Tlanjar,Eilvonal, Teorland, Friedrik, Yoltsbjorn, Hanschel,

    Manatvalde, Heinlin, Tlasander, OlivlatlFemale Names: Adelhuani, Beatricli, Quelhild,Briannatl, Izelline, Emmanoch, Hildatzel,Elogaarde, Klaudatia, Sabinatzal

    BARAANI TRAITS

    Your Baraani character has a number of traits incommon with practically all other Baraani.Ability Score Increase. Your Strength score

    increases by 2, and your Wisdom score increasesby 1.Age. Baraani reach adulthood around the age

    of 20, and rarely live longer than 65 years.Alignment. Baraani are most often lawful insome way, mostly stemming due to their respectfor hierarchy and organisation aboard ships.While typically good, Baraani that stray far fromtheir own society sometimes begin to take anappreciation for a more selfish way of life.

    Size. Baraani are usually at least fairlymuscular, and stand between 7 and 8 foot tall.Your size is Medium.Speed. Your base walking speed is 30 feet.Natural Sailor. You have Proficiency with

    vehicles (water), and advantage to Dexteritysaving throws whilst at sea. You also have

    advantage to Athletics rolls made to swim orremain above water, and can always tell if a bodyof water is deep enough to fall into safely or sailthrough.Baraani Martial Training. You have

    proficiency with the battleaxe, longbow,shortsword and shields.Virrheimvirs Blessing. Every time you gain a

    level, your maximum hit points increase by anadditional amount equal to your Wisdommodifier.Baraani Magic. You know the shillelagh

    cantrip. When you reach 3rd level, you can castthe entangle spell once with this trait, and youregain the ability to cast it this way when youfinish a long rest. When you reach 5th level, youcan also cast the barkskin spell once per day,requiring no material components. Wisdom isspellcasting ability for these spells.Languages. You can speak, read and write

    Common and Virrheiyt. Virrheiyt uses theCommon script, and is a soft language that rarelyuses harsh or sharp sounds. This sometimes rollsover to the speakers other languages, causingsome mispronunciation, especially in Baraani.

    NEW BACKGROUND

    KALKSGAR WARDEN

    Whether you were born on Virrheimvir ortravelled there, you have spent much of your lifeso far tending to the great tree as a member of theWardenry. Your time would have been spentwalking the jungles of the central island to makesure no harm came to Virrheimvir, and that itsroots and surrounding jungle were safe. The treeis sacred to the Baraani, and the role ofsafeguarding it is highly respected.While you of course learnt much of the Baraanipeople and their culture, you also became adeptat navigating the archipelagos thick jungles safelywithout disturbing its wildlife.

    Skill Proficiencies: Athletics, NatureTool Proficiencies: Herbalism Kit, one type ofgaming set.Equipment: A set of common clothes, one vial ofantitoxin, a small metal emblem identifying you asa member of the Wardenry, and a pouchcontaining 10 gp.

    FEATURE:NATURALWAYYou are adept at moving through thick forestand jungle safely, and can always find a goodplace to take a short rest without being disturbedby predators or other dangerous wildlife. Inaddition, Baraani, members of the Wardenry, and

    others with a druidic background will usuallytreat you with a high degree of respect, and maybe willing to assist you in your duties should youmake a convincing case.

    SUGGESTED CHARACTERISTICSWardens are defined by their closeness to nature,as well as their talent at dealing with it. MostWardens are Baraani who do the job out ofreverence for their tree and their home, but somesee it for the respected social position it is. Thelife of a Warden is also heavily physical, andrequires good health and navigational skills.

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    VARIANT KALKSGARWARDEN:

    CARETAKERThough you earned a similar skillset, your dutiesnever took you to Virrheimvir. Instead, you tookit upon yourself or were hired to watch over aforest or similar woodland elsewhere in the land.Whether self-employed or part of a group, youractions and dedication still grant you a degree of

    respect.As a Caretaker, you might be proficient inHistory rather than Athletics, knowledgeableabout the storied past of the place you watchedover. Additionally, your emblem can be one of

    your choosing, rather than that of the Wardenry.

    NEW DRUID CIRCLE

    CIRCLE OF THE SEA

    Somewhat more informal than other Circles,

    druids of the Sea uphold their traditions morethrough chance meetings and occasionalgatherings than ritual meetings. This is due to theever-moving nature of members of this circle,who guide travellers through unwelcoming seasand bring its tides against those who would sullyit or their traditions.

    TORRENTWhen you choose this circle at 2nd level, yougain the ability to cause groundwater tocondense and burst through the earth withviolent force. As an action, you can cause thewater to burst upwards through a 5-foot space

    you select within 60 feet. Creatures in that spacetake 1d6 bludgeoning damage from the jet ofwater, and are knocked prone. Creatures thatsucceed a Strength saving throw are not knockedprone and take half damage.If the space you target is part of a body of water,the saving throw is made with disadvantage.

    RAINS OF REGROWTHStarting at 2nd level, you can use your action toconjure forth magical rain laden with healingenergy to support your allies. This rain covers anarea with a 15-foot radius, emanating from a point

    you choose within 100 feet. The covered areaexpands by 15 feet at 6th and 10th level, to a

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    maximum of 45 feet. This rain persists overmultiple turns independently of you, and healsallies affected by it for 1+your Wisdom modifierat the end of your turns. You can sustain Rains ofRegrowth for a number of turns equal to yourdruid level, and may spread it over multiple uses.

    Ending the rain can be done at any time viamental command, requiring no action. You regainall use of this feature after finishing a long rest.

    THUNDEROUS RAINSStarting at 6th level, your Rains of Regrowthbecome heavier and stormclouds circle aheadwhenever they are summoned. Once summoned,it persists for an additional 1d4 turns, and youmay use a bonus action to move the rains area ofeffect up to 30 feet. Additionally, enemies within

    your rain are struck by arcs of lightningwhenever it would heal allies, and must succeed

    on a Constitution save or take 1d4 plus yourWisdom modifier as lightning damage.

    CALM SEASAt 6th level, your control of water has expanded.Your presence calms nearby water and steadiescurrents if you wish, making it easy to sail orswim through, and you gain the shape watercantrip if you did not already have it. Whencasting shape water,you can affect up to ten 5-foot cubes with a single casting.

    SAVAGEWATERSOnce you reach 10th level, you add your

    Wisdom modifier to the damage dealt withTorrent, and creatures knocked prone by it areinstead held 20 feet in the air by the rushingwater until your next turn. You may also spend abonus action to intensify your Rains ofRegrowth until your next turn. If you do so, itsremaining duration is reduced by one turn, andenemies within its area of effect make all attackswith disadvantage as the torrential downpourhinders their vision.

    DEADLIEST STORMUpon reaching 14th level, your control of the seasreaches a frightening peak. You always have the

    control water spell prepared, and it doesnt countagainst your maximum number of spells readiedper day. You can cast it once without using aspell slot, but cannot cast it again in this waywithout finishing a long rest.In addition, the damage die of Thunderous Rainsincreases to 1d8, and you may sacrifice spell slotsto gain additional turns of Rains of Regrowthequal to the level of spell slots lost. Conversely,

    you may use turns of Rains of Regrowth topower spells. You may sacrifice turns equal to thelevel of a spell you have prepared in order to castit without using a spell slot. Turns gained throughthis feature cannot be used to power spells in thisway.

    New Spells for

    Wizards, Druids &

    SorcerersThe following spells are popular in coastalregions and amongst seafaring magicalpractitioners. They also often see use in areas ofheavy foliage or little rainfall, where errant fireor lightning magic might have disastrousconsequences if not properly controlled.

    AQUAJETEvocation cantrip

    Casting Time: 1 actionRange: 60 feetComponents: V, SDuration: Instantaneous

    You conjure forth a high-pressure blast of waterat a creature or object in range. Make a rangedspell attack against the target. On a hit, the targettakes 1d6 bludgeoning damage and hasdisadvantage to Athletics and Acrobatics rollsuntil your next turn.This spells damage increases by 1d6 when youreach 5th level (2d6), 11th level (3d6) and 17thlevel (4d8).

    SANDGRIP1st-level transmutation

    Casting Time: 1 actionRange: 120 feetComponents: V, S, M (a vial of sand)Duration: Concentration, up to 1 minute

    Sand or loose earth lashes itself around the legs ofa target within range, restraining it until the spellends unless it makes a Strength saving throw. Acreature restrained in this way can use its action

    to make a Strength check against your spell saveDC, freeing itself on a success. While the spell isin effect, you may use your bonus action to dragthe target 5 feet in any direction (though not upor down).When the spell finishes, the sand or earth fallsloose again.

    BRICK2nd level transmutation

    Casting Time: 1 actionRange: 30 feet

    Components: V, SDuration: Instantaneous

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    You quickly condense loose earth, sand, or similarmaterial into a hard shape of your choice beforehurtling it towards a creature within range. Thetarget must make a Dexterity saving throw ifthey fail, they take 3d6 bludgeoning damage andare Incapacitated until the end of their next turn.

    On a successful save they take no damage andare not Incapacitated by the spell.

    DROWN4nd level evocation

    Casting Time: 1 actionRange: 60 feetComponents: V, S, M (a pair of seashells)Duration: Concentration, up to 1 minute

    You attempt to quickly fill a creature withinrange with water, causing them to suffocate and

    drown. The target must make a Dexterity savingthrow; if this is a success, they move out of theway in time and the water is conjured into emptyspace, dropping harmlessly to the floor. On afailed save, they take 2d10 cold damage as theybegin to suffocate. At the end of each of thetargets turns, they must pass a Constitution savingthrow or take that damage plus an additional2d10. This stacks over sequential turns, meaningthe second failed save in a row results in 6d10damage, and so on. However, a single successfulsave ends the spell.

    At Higher Levels: When you cast this spellusing a spell slot of 5th level or higher, thedamage increases by 1d10 for each spell slot above4th.

    FROSTWAVE6th level evocation

    Casting Time: 1 actionRange: 25 feetComponents: V, S, M (a preserved snowflake)Duration: Instantaneous

    A surge of chilling frost emanates from beneathyou, blasting all creatures within range for 6d10cold damage and causing them to be restrained bythick ice. On a successful Constitution savingthrow targets take half as much damage, but arestill restrained. Creatures restrained by this spellcan use their action to make a Strength checkagainst your spell save DC. If they succeed, theybreak the ice around them and are no longerrestrained.

    At Higher Levels: When you cast this spellusing a spell slot of 7th level or higher, thedamage increases by 1d10 for each spell slot above6th.