Vesperkin
Table of Contents
Background
Under Construction
Racial Features
The Vesperkin's racial features are shown on the following stat block:
The Traveler's Guide to Aellorah
Vesperkin
The Vesperkin arrived later in the same year as the Humans, appearing near Umos' Wellspring in southern Myr. The two peoples did not meet for the first time for decades, but the Vesperkin’s communal spirit bonded the two civilizations, a bond that remains to modern day.
Vesperkin are very similar in appearance to Humans, but are very short and can be anywhere from lean to pudgy. They are sometimes called Half-men or Halflings because they look so much like Humans, but are just about half their height. This doesn’t seem to bother them, though. What does bother them is talking to them as if they’re children, which unfortunately isn’t uncommon. The Ettinor are the worst offenders in this regard, so the Vesperkin are not fond of them.
They are also very fond of the night time, and their schedules usually involve getting up later in the day and staying up well into the night. Their incredible night vision is one reason for this, as the dark holds no secrets for a Vesperkin.
The Vesperkin inherited the divine domains of Darkness and Community, and one other domain depending on their subrace.
Lunethakin
Imorakin
Chaspen
Thermoception
You have darkvision out to 60 ft., and can see in full color rather than in shades of gray. Additionally, you can see heat signatures, allowing you to detect sources of warmth; such as creatures, recently touched objects, or fires. These heat signatures even reveal invisible creatures and even visual illusions if they do not produce heat. You can see these heat signatures even through magical darkness. However, you have disadvantage to Wisdom (Perception) checks in direct sunlight.
Teamwork
When you use the Help action to assist a creature with a skill check that you are proficient in, that creature can add your proficiency bonus to their roll in addition to gaining advantage.
Nimble
You can move through the space of any creature that is of a size larger than yours.
Multilingual
You can speak, read, and write an additional two languages of your choice. Additionally, you can learn new languages in half the time it would normally take.
Subraces
The features of the three subraces of Vesperkin can be found below:
The Traveler's Guide to Aellorah
Lunethakin
The Lunethakin are slightly devious and enjoy playing pranks on people. Their pranks usually involve their innate ability to simply vanish into thin air. They are usually harmless, though other races have a hard time trusting them because of their abilities. They display a natural affinity for illusion magic as well.
The Lunethakin inherit the domain of Trickery.
Vanish
You can cast the 'Invisibility' spell on yourself without expending a spell slot and without verbal, somatic, or material components a number of times per day equal to half your proficiency modifier (rounded down).
The Traveler's Guide to Aellorah
Imorakin
The Imorakin are cheerful, good-natured people, and good things tend to happen to them and those around them.
The Imorakin inherit the domain of Luck.
Karma
When you roll a 1 on the die for an attack, ability check, or saving throw, you can treat it as a natural 20. You can do this a number of times per day equal to half your proficiency bonus (rounded down).
The Traveler's Guide to Aellorah
Chaspen
The Chaspen are the only breed of Vesperkin who prefer their waking hours during the daytime. They are extremely grouchy if they do not get a full night’s sleep and will be disagreeable if they do not. They have a strong connection to Umos’ dream realm and are natural lucid dreamers.
The Chaspen inherit the domain of Dream.
Dreamwalker
While sleeping, you have the ability to enter the dreams of other people within 1 mile of you. In the dream world, only other Chaspen are lucid and can identify you as such; other races will be unaware that they are dreaming. You can attempt to convince them that they are dreaming by making a Charisma (Persuasion) ability check with the DC being the target's passive Insight. You have advantage to this roll if the target knows you and is friendly toward you, and disadvantage if the target is unknown or fears, dislikes, or mistrusts you. You can use this ability to communicate with dreamers nearby, or to spy on the innermost fears and desires of others.
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