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Sylvareth

 

Table of Contents

 

Background

Under Construction

Racial Features

The Sylvareth's racial features are shown on the following stat block:

The Traveler's Guide to Aellorah

Sylvareth

The Sylvareth, also called Half-Letheni, the first race of Aellorah to be created by a Wellspring eruption rather than the Seven Sisters, have difficult lives. The Wellspring eruption that created them occurred in the year 320 AE. Depending on the timeline of your campaign, the oldest Sylvareth may only be a few years old, or they may be just coming of age. Their arrival resulted in inquisitions comprised of Letheni seeking to rid the world of what they saw as an abomination. It did not help that they were the 8th race to arrive on Aellorah, which is an unlucky number in Aelloran numerology. Humans, however, welcomed them, seeing them as a chance to recover from the still small number of Humans in the wake of the Grave Rot Plague.

They mostly resemble Humans, but have leaner builds and though they have the characteristic pointed ears of the Letheni, theirs are stubbier. They have the almond eyes of Humans and display hair colors not seen in Letheni, such as red. They display the loving and passionate side of their Human ancestry and the respect for life and the natural world exhibited by their Letheni ancestors. They are highly empathetic people, able to read the emotions of those around them.

They inherited the divine domains of their parent races, Zeal and Life, as well as an additional domain depending on their subrace.

ability score increase: Your Charisma score increases by 2.
age: Sylvareth mature a little slower than Humans, reaching their age of maturity at 20 years old. Due to the Elven half of their ancestry, they live about twice as long as their Human counterparts, averaging about 140 to 180 years old.
Size: Medium
speed: Your base walking speed is 30 ft.
Languages: You can speak, read, and write Letheni and Myrian.
race features:

Stubborn

Once per long rest, if you succeed on a saving throw for an effect that still inflicts damage upon you, your hit points cannot be reduced below your Charisma modifier (minimum 1). If your hit points are already below your Charisma modifier (minimum 1), you instead take no damage. This trait is activated automatically the first time this occurs and does not require a reaction.

Guardian

In addition to your long lifespan, you seem to have an innate knowledge of how to preserve life, giving you proficiency in the Medicine skill. You also gain access to the 'Spare the Dying' cantrip.

Sharp Hearing

Your hearing is powerful, though not quite as strong as your Letheni parentage. You have advantage to Wisdom (Perception) checks that rely on hearing, and can hear things from twice as far away as a typical creature.

Light Sleeper

Unlike your Letheni parentage, you need sleep, but not quite as much as a Human. However, because of your sensitive hearing, you are easily awoken. If you do not get at least 4 hours of uninterrupted sleep during a long rest, you gain a level of exhaustion. However, if you get a full 7 hours of sleep during a long rest, you gain a bonus 5 ft. of movement for the next 7 hours.

Subraces

The Sylvareth appear in the following racial variants:

The Traveler's Guide to Aellorah

Pentakin

Pentakin are the embodiment of Lekaris’ charity, often living well below their means so that they can give to the less fortunate. They have a natural ability to heal others at the expense of their own stamina. They are seen favorably by both Humans and Letheni due to their actions, though some believe they have ulterior motives for their sometimes ardent acts of kindness.

They have inherited the domain of Charity.

ability score increase: You can add 1 to an ability score of your choice.
age:
Size: Medium
speed:
Languages:
parent race: Sylvareth
race features:

Lifebond

As an action, you can touch a creature and restore hit points to them by expending your own hit dice. You can use this ability as long as you have hit dice remaining and use as many hit dice at once as you wish. If you do this during a short rest, the hit points restored are maximized.

The Traveler's Guide to Aellorah

Slonakin

The Slonakin lean more towards their Letheni parentage, having inherited a more powerful animate Flow which makes them extremely energetic. They are very quick, and speak very fast. They are very driven to always be out and about doing something, and can't stand to sit around waiting for things to happen.

They have inherited the domain of Energy.

ability score increase: You can add 1 to an ability score of your choice.
age:
Size: Medium
speed:
Languages:
parent race: Sylvareth
race features:

Quickening

You have advantage to initiative rolls. Additionally, as a bonus action, you can move up to twice your movement speed without provoking opportunity attacks. However, on the following turn, your speed becomes 0 until the end of your turn. You can do this a number of times per day equal to half your proficiency bonus (rounded down).

The Traveler's Guide to Aellorah

Syphakin

The Syphakin express more of their Human side, showing less emotion than a Human, but far more than a Letheni. They are very sensitive to the emotions of those around them due to a natural ability to passively pick up on the surface emotions of others. They keep this ability concealed, fearing that it would only make their relations with the Letheni worse. They have arguably the best relations with Humans of the three Sylvareth variants.

They have inherited the domain of Love.

ability score increase: You can add 1 to an ability score of your choice.
age:
Size: Medium
speed:
Languages:
parent race: Sylvareth
race features:

Empath

You have the ability to sense the surface emotions of creatures within 30 ft. of you. This ability can pick up on simple emotions, such as anger, disgust, joy, etc. You can delve deeper as an action, allowing you to glean more complex information about the creature's emotional state and desires. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you have advantage on Persuasion, Deception, and Insight checks against them for 1 minute. You can do this a number of times per day equal to half your proficiency bonus (rounded down).


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