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Clan Eaglewing

The only dwarves that never wanted to hold a mountain to begin with the, dwarves of Clan Eaglewing would rather have an open sky above their heads than be held up in a mountain. Clan Eaglewing is composed of survivalists, rangers, druids, and just general outdoors-men. This clan finds the holding of mountains as fruitless, finding more livable lands and resources outside of mountains. This clan is also known for it's Griffon riders which can come off as unsettling to the other clans.   This philosophy and lifestyle usually causes Clan Eaglewing to be looked upon in a poor light. Dwarves who don't hold up in mountains and don't prefer their feet on the ground instead of dangling from the side of a griffon seem almost alien to the other clans. Eaglewings however boasts the largest population and the most thriving dwarves as they never needed to adapt to life outside of the mountains, as it has always been their preffered way of being.   Clan Eaglewing has had strong traditions, followed by some, known as the Old Ways, which other clans also renounce. The following of the old ways is divorced of the gods and the dwarvish pantheon in general. The following of these ways is more closely tied to druids and rangers than clerics and paladins, though within clan Eaglewing there are paladins and clerics that follow the old ways.   Clan Eaglewing's Jarl, Yaela Eaglewing, is known to be a practical leader, and open minded Jarl. She allows her people many freedoms and has overseen their transition from just surviving to prospering by trading with the other clans that have had to find new homes outside of the mountains. She's battle tested, and is known for riding a beautiful and deadly griffon, Razorwing. Most minor Clans offer tribute to the Eagle wings in exchange for protection in their quarter of Four Rocks.   Clan Eaglewing has the highlander, a ranger subclass which fights for freedom, and survival in the open terrain, highlanders charge into battle against forces of oppression, evil and extermination, Highlanders don't normally have a diety but live up to the tenants and ideals given to them by following the old ways, and keep bestial companions nearby to assist them in fighting:
  • Highlander Magic

    You gain the following spells at the ranger levels listed. These spells do not count against the number of spells you know
    • Level 3: Heroism
    • Level 5: Beast Sense
    • Level 9: Conjure animals
    • Level 13: Freedom of Movement
    • Level 17: Commune with Nature
  • Additional Fighting Style

    When you take this archetype at 3rd level, you can take an additional fighting style and gain the following two fighting style options.
    • Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Highlander's Companion. At 3rd level you gain a companion which must be a beast of challenge rating equal to 1/4th your ranger level, rounded down to the nearest available challenge rating. this beast must be available to access nearby and a replacement for it can be acquired with one day and 20 gold per challenge rating of the creature. This beast treats you as a close family member, listens to any commands you give that would not directly harm it (no action required by you), and rolls a separate initiative from yourself.

    This beast gains a bonus to health equal to your ranger level plus wisdom modifier, and gains a bonus to armor class equal to your proficiency bonus.

    With your dm's discretion, stat blocks can be substituted for different beasts, and instead of having to obtain a new companion when the cr of the beasts you can call upon as a companion increases, a stat block from another beast can be substituted, for example a bear highlander's companion can use the black bear stat block (cr 1/2) at ranger level 3, and then at ranger 4 this can be substituted with a brown bear stat block (cr 1), then a polar bear stat block at ranger level 8 (cr 2). This changing represents the companion getting stronger besides the highlander, instead of being replaced.

  • Highlander's Smite. At 7th level you can channel the spirits of nature and your ancestors. When you or your Highlander's companion hits with a melee attack you can expend a spell slot to deal additional thunder damage equal to 1d8, plus 1d8 per level of spell slot expended. If both you and your Highlander's Companion is within 5 feet of the target of the smite and conscious you deal an additional 1d8 damage. When you do so you emanate a loud sound which can be heard for 300 feet.
  • Highlander's Cry. At 11th level, as an action you can let out a cry for freedom and endurance in the face of a great enemy. You and up to 5 other friendly creatures within 30 feet regain a number of hitpoints equal to your wisdom modifier + ranger level, and can each end one condition effecting themselves. This healing is doubled for you Highlander's Companion and two conditions can be ended upon it. Once you use this ability, you can't use it again until you finish a long rest.
  • Unbreakable Bond. At level 15 you and your Highlander's Companion gain advantage on saving throws while within 10 feet of each other, you can also substitute your saving throw bonuses with your Highlander's Companion's saving throw bonuses and vice versa.
 

Clan Eaglewing counts as a subrace

If you are a member of Clan Eaglewing, you gain:

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Nature's Speaker. You gain proficiency in Animal Handling, and Nature.
  • Freedom to roam. Your base movement speed increases to 30.
  "When the other clans were pushed out of their mountains where did they go? Clan Eaglewing, now that they've been able to thrive with our help, teaching them how to grow food, proper logging techniques, and how to hunt, they turn their backs on us. Bah! I spit on them. I spit on them all, clan Eaglewing is stronger alone, outside of their judgement of our people and traditions."

Culture

Shared customary codes and values

  • Simple living Use the lands to thrive, nature provides more than what you need. Why break your back to buy a gem when you could relax in the open air?
  • Look Up The sky, where we should be, is right there for you. Don't obscure the sky with mountains over your head, roofs are okay but don't pen yourself up inside for too long.
  • Live and let live As long as someone else isn't hurting another, let them be the way they are. Don't try to change someone who is doing nothing wrong.
  • Respect Nature Don't take more than is necessary. Interact with nature in a sustainable way so you, your children, and granchildren can keep benefiting from it for years to come.

Common Taboos

  • Decadence We don't need fancy jems and hordes of gold like the other dwarves, we just need a cool breeze on a hot day, and family around us.
  • Oppressing Others No dwarf owns another, outrageous and overly restrictive rules are for other clans, not for us, and no other clan should control Clan Eaglewing.
  • Holding up in the Mountains That was the other dwarves mistake in the first place, setting up their homes with no vision towards the outside world, if they hadn't they could've seen how well living above ground is.

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