Estaklian Supernatural Gifts
Most heroes of Estaklyos have some kind of supernatural aid to help them achieve their goals. Often this comes from the gods, but some heroes might find their support from other beings, such as a grand sphinx, an oracle, or a repository of mystical knowledge. Some heroes are born with supernatural power or born as a result of supernatural events.
A character in Estaklyos begins with one supernatural gift chosen from those below. Work with the DM to decide where your character's gift comes from. Is it tied to the god you serve? Was it the result of a fateful encounter with a sphinx or an oracle? Does it indicate the nature of your birth? Each gift's description also includes a table to spark your imagination as you think about your character's gift.
These supernatural gifts are intended for starting characters, but some might be bestowed by gods as rewards for remarkable deeds.
Anvilwrought
Beast-Kin
Cursed Survivor
Heroic Destiny
Iconoclast
Inscrutable
Lifelong Companion
Monster-Forged
Oracle
Pious
Serpent Slayer
Stone Blooded
Stormscribed
Titan's Heir
Unscarred
Veilspawned
Anvilwrought
You were forged in the fires of Halioné's forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table suggests details of your life or origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Anvilwrought Characteristics
| d6 | Characteristics |
|---|---|
| 1 | An oread who works in Halioné’s forge is the closest thing I have to a parent. |
| 2 | Halioné made me to serve him. |
| 3 | I was created decades ago and, fearing that I’m growing obsolete, recently fled Mount Taekus. |
| 4 | Halioné regrets my creation and wants to reforge me into something better. |
| 5 | Halioné intended me to carry on his work by making even greater creations of my own. |
| 6 | Someone in Mount Taekus implanted a terrible secret within me in order to smuggle it out into the world. |
Your spirit shares its essence with a great beast—lion, eagle, wolf, shark, or something stranger. You gain the following traits.
Hunter's Instincts. You have advantage on Wisdom (Perception) checks that rely on smell or hearing.
Beast's Fury. When you hit a creature with a melee weapon attack, you can choose to deal an additional 1d6 damage of the same type as the weapon. This increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. Once you do so, you cannot do so again until you finish a long rest.
Wild Stride. Your speed increases by 5 feet.
| d6 | Characteristic |
|---|---|
| 1 | I mimic the sounds of my kin beast when I’m nervous. |
| 2 | I collect teeth, feathers, or claws from my prey. |
| 3 | My eyes reflect light like an animal’s. |
| 4 | I prefer meat raw. |
| 5 | I can’t resist chasing moving objects. |
| 6 | I speak to my kin beast as if it were present at all times. |
You should have died—perhaps in battle, a shipwreck, a plague, or at the hands of a monster. But something refused to let you go... though it left a mark. You gain the following traits.
Refuse the End. When you fail a death saving throw, you can choose to succeed instead. Once you use this trait, you cannot do so again until you finish a long rest.
Lingering Shadow. You have Advantage on saving throws against being Frightened, but you have Disadvantage on saving throws against being Charmed.
Omen of Misfortune. You can cast Bane use this trait. Charisma is your spellcasting modifier for this spell. Once you do so, you cannot do so again until you finish a long rest.
| d6 | Characteristic |
|---|---|
| 1 | I still have nightmares of the day I “died.” |
| 2 | Animals avoid me, as if sensing something unnatural. |
| 3 | I can’t feel warmth as other mortals do. |
| 4 | I see shadowy figures watching me from far away. |
| 5 | Sometimes I forget whether I’m alive or dead. |
| 6 | The moment of my survival is a story I never tell. |
Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits.
Defy Death. You have advantage on death saving throws. Additionally, when you fall Unconscious from reaching 0 hit points, you may choose not to gain a level of Exhaustion. Once you use this trait, you can't do so again until you finish a long rest.
Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.
| d6 | Destiny |
|---|---|
| 1 | I’m destined to be the most skilled practitioner of a craft or trade. |
| 2 | I’m destined to earn a place among Karythra's stars. |
| 3 | I’m destined to become a hero-god. |
| 4 | I’m destined to liberate my beloved from the clutches of the Underworld. |
| 5 | I was born while a kraken ravaged my polis, and I’m destined to destroy that kraken. |
| 6 | I’m destined to uncover the secret of the gods’ power. |
No one can deny the gods of the world, and especially of Estaklyos, whose presence and deeds are visible in the night sky and sometimes directly in the mortal realm. But some people refute the idea that the gods are worthy of reverence. Such iconoclasts are remarkable rare, but have been found amongst members of all cultures. The Iconoclast Characteristics table presents suggestions for why you’ve become an iconoclast.
Your denial of the gods gives you supernatural power to resist their influence in the world. You gain the following traits.
Enlightened Protection. You can cast Protection from Evil or Protection from Good with this trait, targeting only yourself and requiring no material components. Once you cast a spell in this way, you cannot cast a spell in this way again until you finish a long rest. Wisdom is your spellcasting ability for this trait.
Reject the Gods. You can’t gain or lose piety to any god. You instead gain the following traits at the character level listed in each one. Wisdom is your spellcasting ability for any spell that you cast through these traits.
Iconoclast Hero
5th-Level Iconoclast trait You can cast Dispel Magic with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.Iconoclast Paragon
11th-Level Iconoclast trait You can cast Dispel Good or Dispel Evil with this trait, requiring no material components. Once you cast a spell using this trait, you can't cast a spell using this trait again until you finish a long rest. In addition, when you cast Dispel Magic using your Iconoclast Hero trait, you cast it as a 4th-level spell.Iconoclast Archetype
17th-Level Iconoclast trait You can cast Antimagic Field with this trait, requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest. In addition, when you cast Dispel Magic using your Iconoclast Hero trait, you cast it as a 5th-level spell.| d6 | Characteristic |
|---|---|
| 1 | I blame the gods for the death of those I cared about. |
| 2 | Multiple gods seek to use me to their ends, so I try to avoid all divine entanglements. |
| 3 | It’s obvious the gods are fickle and unworthy of worship. |
| 4 | I know the world’s future lies with mortals, not gods. |
| 5 | I’m convinced the gods want me dead. |
| 6 | I refuse to be a pawn in divine schemes. |
Like a sphinx, you have a mind like a maze, impenetrable to mortal scrutiny. This might be a gift or training from an actual sphinx, the blessing (or curse) of a god, or an inexplicable talent. The Inscrutable Characteristics table suggests options for what makes you inscrutable. Additionally, you gain the following trait.
Psychic Shield. You have resistance to psychic damage.
Sphinx’s Shroud. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
| d6 | Characteristic |
|---|---|
| 1 | I was educated by a sphinx. |
| 2 | I am a devout adherent to one of Estaklyos’s schools of philosophy. |
| 3 | I only speak in the past tense, as if all things I say have already transpired. |
| 4 | I have sworn a vow to allow no living person to see behind the mask that covers my face at all times. |
| 5 | Why wouldn’t I phrase every statement as a question? |
| 6 | I was born a sphinx, but a god cursed me into humanoid form and saddled me with the limits of mortal knowledge. I won’t rest until I break the curse. |
Behind many heroes is another hero whose greatness comes from the support and love they offer. Like these grand heroes, you are great and make others great. Consider the Companion Relationships table when determining your legendary connection. Any relationship with another player’s character requires that player’s consent. Additionally, you gain the following traits.
Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren’t incapacitated.
Companion’s Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. Once you use this trait, you can’t do so again until you finish a long rest.
| d6 | Relationship |
|---|---|
| 1 | Another character is my lover or dearest friend. |
| 2 | Another character is my sibling. |
| 3 | Another character is my parent or child. |
| 4 | Another character is a champion of my god. |
| 5 | After admiring another character from afar, I’ve finally won a position by their side. |
| 6 | I want nothing more than for another character to recognize my devotion and love me in return. |
You have slain (or survived) a beast stitched together from many others, and you’ve taken part of its essence into yourself. You gain the following trait.
Hybrid's Resilience. You have resistance to one damage type of your choice: fire, cold, lightning, or poison. You may change this choice whenever you finish a long rest.
| d6 | Characteristic |
|---|---|
| 1 | I wear a trophy from the beast I defeated. |
| 2 | I’m constantly scanning the horizon for threats. |
| 3 | I tell and retell the story of that fight — it gets bigger every time. |
| 4 | I sometimes dream from the beast’s perspective. |
| 5 | I keep a fragment of the monster’s hide as a talisman. |
| 6 | I feel a rush of adrenaline whenever I smell blood. |
You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communication between the mortal and divine realms. As an oracle, you can perceive the whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to determine what unwanted revelations you receive.
The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to the god’s service, if necessary.
You gain the following traits.
Ears of the Oracle. You can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak.
Oracle’s Insight. The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can’t use it again until you finish a short or long rest.
Oracle’s Piety. Your oracular abilities improve as your piety score increases. Instead of gaining the piety benefits associated with any god, you gain the following traits when you reach the specified piety score.
Wisdom is your spellcasting ability for any spell that you cast through these traits.
Augur
Piety 3+ Oracle trait You can cast Augury as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest.Seer
Piety 10+ Oracle trait You can cast Divination as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest.Sibyl
Piety 25+ Oracle trait You can cast Commune as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest. You also can't be surprised unless you are Incapacitated.Divine Oracle
Piety 50+ Oracle trait You can increase your Intelligence or Wisdom score by 2, as well as increasing your maximum for the chosen score by 2.| d8 | Flaw |
|---|---|
| 1 | I know exactly how I’m going to die, and I can’t do or say anything to prevent it. |
| 2 | People who consult me for information rarely believe the answers I give them. |
| 3 | I’m haunted by nightmares foretelling the deaths of people I’ve never met. |
| 4 | I’m often distracted by the sights and sounds of things that other people can’t perceive. |
| 5 | A horrible monster beyond the veil watches me constantly, and I see it every time I venture outdoors. |
| 6 | Any time I grow close to someone, I see them aged, dying, or dead. |
| 7 | Whenever I receive a divine vision, I get an intense pain in my head or chest. |
| 8 | One of the gods intends to use me as an oracle whether I want to listen or not. |
Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality. Additionally, you gain the following traits.
Pious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god.
Starting Piety. You begin with a piety score of 3 with your chosen god.
| d6 | Quirk |
|---|---|
| 1 | I often call people by the name of my god (or another god) by accident. |
| 2 | I stay up late at night watching the stars in hopes that my god will share a message with me. |
| 3 | I’m deeply jealous of my god’s oracles, who seem to have a more intimate relationship with my god than I can ever hope to attain. |
| 4 | I dream of one day entering the veil and being granted a permanent place at my god’s side. |
| 5 | I have no home besides the temples of my god. |
| 6 | I can’t prove it, but I suspect that my god might actually be my parent. |
You have faced a serpent-headed horror or one of its kin and survived. Whether you defeated it or merely escaped, you carry a fragment of that encounter with you. You gain the following traits.
Stone-Eye Ward. You have Advantage on saving throws against being Paralyzed or Petrified.
Hunter's Precision. When you make an attack roll against a creature, you can choose to make it at Advantage. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
| d6 | Characteristic |
|---|---|
| 1 | I keep a small mirror on me at all times. |
| 2 | I hate snakes, no matter their size. |
| 3 | I polish my weapons obsessively, as if preparing for that fight again. |
| 4 | I sometimes dream of eyes that never blink. |
| 5 | I wear a serpent’s fang as a charm. |
| 6 | I instinctively avoid looking directly into anyone’s eyes for too long. |
Many people in the history of Estaklyos have been born with the blood of medusae in their veins, and you are amongst them. You may wear this openly or hide it from those who fear it. Roll on or choose from the Stone Blooded Characteristics table. Additionally, you gain the following traits.
Stoneborn Resilience. You have advantage on saving throws against being Petrified.
Eyes of the Bloodline. You have advantage on Wisdom (Perception) checks that rely on sight.
| d6 | Characteristic |
|---|---|
| 1 | I keep my eyes shaded, fearing what my gaze might do. |
| 2 | Stone statues make me feel at home. |
| 3 | When I'm under stress, my hair begins to curl like serpents posed to strike. |
| 4 | I was raised among warriors who feared me more than they loved me. |
| 5 | When I’m angry, my pupils become slitted. |
| 6 | I’ve never been able to keep a pet for long—they always fear me. |
The storms are believed to be the emotions of the gods made manifest. Sometimes, a mortal is infused with the power of these heavenly emotions strongly, blessing them with the power of the storms. Use the Stormscribed Characteristics table to determine traits about you. Additionally, you gain the following traits.
Lightning's Grasp. Your very touch crackles with electricity. You know the Shocking Grasp cantrip. Charisma is your spellcasting modifier for this spell.
Stormsight. Heavy rain does not impede your vision.
Race the Wind. When you take the Dash action, you can move across liquid surfaces as if they were solid until the end of your turn. Once you use this trait, you cannot do so again until you finish a long rest.
| d6 | Characteristic |
|---|---|
| 1 | My birth cry was heard over the roar of a hurricane. |
| 2 | I can smell rain before the clouds gather. |
| 3 | A lightning strike left a jagged scar down my arm—and I thank it daily. |
| 4 | I sleep best when thunder shakes the earth. |
| 5 | Birds take wing when I shout, as if startled by an unseen wind. |
| 6 | I once saw my own reflection in the heart of a stormcloud. |
Some fragment of an ancient being's power runs through your veins—perhaps one of the Estaklian Titans themselves, a deity of the Estaklian Proto-Pantheon, a legendary giant, or even a remnant of the legendary serpent whose spine became the mountains. You gain the following traits.
Everlasting Endurance. You have advantage on Strength saving throws and ability checks made to resist being moved against your will or knocked Prone.
Might of the Ancients. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the size of creature you can effectively grapple.
Titan's Strength, When you hit a creature with a melee weapon attack, you can deal an extra 1d8 damage of the weapon's type and push the target up to 10 feet away from you. This damage increases to 2d8 at 5th level and 3d8 at 14th level. Once you do so, you cannot do so again until you finish a long rest.
| d6 | Characteristic |
|---|---|
| 1 | My shadow sometimes appears far larger than my body. |
| 2 | I never feel truly at home in buildings — I was meant for open skies and mountains. |
| 3 | I bear a birthmark shaped like a serpent or giant’s eye. |
| 4 | Thunder makes me restless, as if calling me to battle. |
| 5 | When I’m angry, my voice echoes unnaturally. |
| 6 | I once dreamt of a colossal hand passing me a weapon I have yet to find. |
Like some great heroes and hero-gods of legend, you are resistant to physical harm. Use the Unscarred Origin table to determine how you gained your legendary invulnerability. Additionally, you gain the following trait.
Tread Into Danger. You can cast Heroism on yourself as a spell-like ability using this trait with no Concentration required. Constitution is your spellcasting ability for this spell. Once you cast this spell, you cannot do so again until you finish a long rest.
Unscarred Resilience. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this reaction a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
| d6 | Origin |
|---|---|
| 1 | I was bathed in hydra’s blood as an infant, and my wounds close too quickly to become mortal injuries. |
| 2 | I swallowed a magic stone that fell from the veil, which made my skin hard as rock. |
| 3 | When I was wounded as a child, a god healed me. Now wounds are reluctant to undo the god’s work. |
| 4 | I was rescued from the Underworld, and I’m not sure I fully returned to life—it’s always so cold. |
| 5 | I was born on one of the Isles of Massara. All my people are naturally resilient, a fact I didn’t realize until I lost my home and ventured into the world. |
| 6 | I don’t know who one or more of my parents is, but my resilience (and other hints) provide clues to their immortal identity. |
Born from the minds of the gods of Estaklyos, the creatures that populate the gods' realms are called Veilspawned. Veilspawned creatures resemble mortal beings, but philosophers debate their true character. Are they idealized forms of mortal beings, free from the imperfections and transience that causes mortals to suffer and die? Or are they hollow and soulless shades, lacking the authenticity and pathos that make mortal existence worthwhile?
A Veilspawned is like a fragment of divinity, an idea or a dream that is incarnate. You embody an idea—like the way leaves turn toward the sun or the feeling of ocean sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when remembering a happy moment of childhood.
These ideas, dreams, memories, and feelings are the stuff the realms of the gods are made of, and a Veilspawned is shaped from that raw material. You might have been specifically crafted by one of the gods to serve a certain purpose. Or your existence could be an accident caused by a confluence of supernatural forces. The Veilspawned Origin table offers a handful of suggestions that might explain how you came to be, and the Veilspawned Quirks table describes some special effects that might linger around your person.
Additionally, you gain the following the Veilspawned template.
Veilspawned Origin
| d6 | Origin |
|---|---|
| 1 | One of my parents is a veilspawned, a nymph, or some other supernatural creature. |
| 2 | I was formed from beyond the veil by one of the gods to serve as a divine emissary. |
| 3 | I’m a side effect of some other divine action. |
| 4 | A god witnessed my birth, making me what I am. |
| 5 | I was rescued from the Underworld and took on supernatural characteristics when I returned to life. |
| 6 | I’m a song or other work of art brought to life. |
Veilspawned Quirks
| 1 | Whenever my weapon strikes something, the weapon gives off a shower of starry sparks. |
| 2 | My hair moves as if in a perpetual breeze. |
| 3 | My anger smells like burning autumn leaves. |
| 4 | When the sun shines on me just so, I glimmer with many colors. |
| 5 | My laughter causes nearby birds to erupt in song. |
| 6 | People who sleep near me always dream of the sea. |
