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Vekeshi Mystic

If fatalism defines the traditional dwarven philosophy, then the cornerstone of eladrin ideology is that living well is the best revenge.   After the goddess Srasama died and nearly all eladrin women perished with her, there was a great drive in Elfaivar to fight until the last man in a short-sighted bid for vengeance. As the rest of the nation whipped itself into a frenzy, however, a composer named Vekesh wrote a song of mourning that contained a simple sentiment: defeat is only tragedy if we choose to let the story end.   While many eladrins could not be stopped from their self-destruction, Vekesh convinced some of his people that a tale that goes from defeat to revenge to death is a shameful tragedy. Revenge serves only to distract from one’s grief, but is ultimately valueless. Instead, he said, a tale of defeat, resilience, and renewal is the best way to thwart their enemies’ goals.   The proper form of retribution, then, is to endure, rebuild from weakness, and prosper into strength.   His guidance ensured that in at least a few isolated enclaves, the eladrin race pulled back from the brink of annihilation. In the following decades a loosely codified collection of vekeshi teachings spread throughout Lanyir. The mantras of Vekesh have helped many cope with loss and find a new path for themselves.   To the general public, though, ‘vekeshi’ is synonymous with murderer and terrorist. While the majority of vekeshi avoid violence when possible, Vekesh believed that taking up arms is sometimes necessary to protect those at their most vulnerable. The deepest secrets of vekeshi mysticism are taught only to a rare few adherents who demonstrate a skill for battle, and the wisdom to know when to use their power.  

Playing a Vekeshi Mystic.

Anyone might casually study Vekesh’s teachings for a bit of personal guidance, but to be initiated into the mystical side of the philosophy requires painful rituals. Aspirants are taken in the night across the threshold of the Dreaming, where they experience the fall of Srasama through psychic illusions, making them keepers of the shared memory of the Great Malice. Thereafter they are held in a cage for days, along with poisoned food that they must resist, so that the starvation teaches them the importance of patience. Finally, they are burnt until their skin blackens, and then are magically healed to seal in the power of the flames.   If a vekeshi passes these trials, he rests and recovers in luxury as his teachers instruct him in the secrets of the philosophy, and drill into him the necessity of discretion. Upon leaving the Dreaming, vekeshi mystics return to their normal lives, but seek positions of power in military, law enforcement, or the underworld, where they use their authority to punish those who continually threaten people who are simply trying to make a better life for themselves.   Membership is typically hidden from outsiders, and masks conceal the identities of mystics from each other. Few know the identities of more than a few of their compatriots.   Vekeshi mystics seldom gather in large groups, but on certain irregular lunar holidays they slip into the Dreaming for secretive festivals. Only on the rarest occasions will a mystic be called to act openly. Donning an iconic mantle of eladrin armor and a mask that conceals his face, the mystic acts as the surrogate hand of the fallen goddess Srasama, with the sole purpose of meting out punishment against one directly responsible for large-scale suffering.   You gain the Hand of Retribution feat.
New Feat: Hand of Retribution   You gain proficiency in the Intimidation skill, or another skill if you already have Intimidation.   In battle, a vestige of the power of Srasama waits to punish those who harm your allies. When an enemy you’re aware of deals damage to one of your allies, as a reaction you can deal 1d4 radiant damage to the enemy who made the attack. That enemy sees a faint burning outline of a six-armed goddess hovering behind you, which then lashes out in retaliation with blades of fire. You cannot use this power twice against the same creature in the same encounter. After you use this power six times, you must take a long rest before you can use it again.   At 5th level, the damage increases to 1d4 radiant and 1d4 fire. At 11th level, the enemy also catches on fire and takes 1d4 fire damage each round until it spends an action to make a DC 10 Dexterity check to put the fire out. At 17th level, using this ability does not require spending your reaction.

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