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Pol-arris

The Pol-arris are descendants of humans who once dared to explore the Elemental Plane of Metal and were cursed, where molten metal flows like rivers. Deep within the metal plane lies the Circle of Gold; a dominion ruled by entities of Greed & Chalice.   Despite their somber origins, the Pol-arris are not inherently mournful. Many embrace their strange condition, seeing it as evolution rather than punishment. Some become gravity-wrights and navigators, exploring rifts between the planes; while others live among mortals as smiths, sages, or mercenaries. Yet all Pol-arris feel the pull of the Circle, a subtle yearning that tugs at their souls; the call of gold, and of home.   Pol-arris appear human at a glance, though their skin bears a distinct ash-yellow hue. Metallic runes, glowing faintly with internal light, are embedded into their bodies, tracing patterns that resemble circuitry. These runes shift and shimmer when a Pol-arris manipulates gravity, distorting the air around them in subtle waves.   Their voices carry a faint metallic undertone, and their eyes reflect light with a soft golden sheen. When strong emotion takes them (anger, sorrow, or exhilaration) their runes flare up and twist.  

The Life Cycle of a Pol-arris

When a Pol-arris reaches their hundredth year, their Phase Spider of Death awakens; a ghostly arachnid that knows its quarry’s scent, name, and location at all times. It begins its silent hunt, stalking across planes to find and sting its destined target. The venom of this spider does what age cannot: it restores mortality for but a moment, and in that instant, the Pol-arris dies; their golden runes dimming, their body collapsing into dull metal dust.   Should the spider be slain, its essence passes to another of its kind, who inherits the hunt. No Pol-arris can ever outrun the Death woven in gold and web; they may delay it for centuries, but never truly escape. Among their kind, this endless chase is known as The Long Pursuit a grim, sacred truth that every Pol-arris must one day face.

Basic Information

Anatomy

Size: Medium   Speed: 30ft walk speed   Gravity control: As a bonus action, you can harness your innate connection to gravity to manipulate its effects on your body. You can choose to reverse the direction of the gravitational pull on yourself, causing you to move in the opposite direction. You can use the following features;  
  • Anti-Gravity Leap: When you activate Gravity Control, you gain the ability to make an extraordinary leap. Your jump distance is doubled for that turn, and you can move vertically as if affected by the spell Jump without requiring concentration. However, you must end your turn on a solid surface, or you will begin to fall as normal at the end of your turn.

  • Ceiling Walker: While under the effects of Gravity Control, you can move along ceilings and other horizontal surfaces as easily as you can on the ground. You must end your turn on a solid surface, or you will fall as normal at the end of your turn.

  • Falling Maneuver: When falling, you can use your reaction to activate Gravity Control, causing you to fall in the opposite direction. This doesn't negate fall damage, as it still counts as falling that distance. For example, if you fall 30 feet and then use Gravity Control to fall up an additional 20 feet, you would still take fall damage based on the total distance fallen (30 feet down + 20 feet up = 50 feet total). Calculate the fall damage as normal, such as 5d10 damage for a 50-foot fall.
  Poison Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.   Hard Life: You gain proficiency in the Survival skill and with smith’s tools. If you already have proficiency in either, you instead gain expertise, allowing you to double your proficiency bonus for checks made with that skill or tool.   Gravity-Touched Magic: Your connection to the Lord of Earth allows you to manipulate gravity itself. You know the Mage Hand cantrip.   Starting at 1st level, you can cast the Magnify Gravity spell with this trait, without requiring a material component. Starting at 7th level, you can also cast Gravity Sinkhole, and at 11th level, Gravity Fissure, without requiring material components.   Once you cast a spell using this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast any of these spells using your own spell slots, if you have them. Constitution is your spellcasting ability for these spells.
Locations; Any environment as they don't know where they originate from, mostly seen around harsh wilderness areas.   Ability Score Options;
  • Con +3
  • Any +1; Any +2
  • Any +1; Any +1; Any +1
Languages: You can speak, read, and write Common and Drideric.
Lifespan
They do not age beyond maturity, their bodies preserved by the eternal stillness like metal. Their runes will rust but they will not die.
Average Height
Roughly 5ft

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