Geolith

Towering over most folk, geoliths are wanderers born to the land and bound to it by soul. Each geolith bears the favours of its motherland, in the forms of various supernatural boons. Additionally, their apperances are altered to match the environments they are born from; some are grey, dark, and fiery like the ashmounts, while others are tall and imperious, with wisps of white, resembling the cloud and frostbitten tips of mountains. Whatever landscape the geolith is bound to, they forge their own paths, wandering far and wide to see other lands and other people.

Geolith are a playable race in The World of the Power.
 

Geolith Traits

Creature Type: Humanoid
Size: Medium (about 6-8 feet tall)
Speed: 35 feet

  As a Geolith, you have these special traits.
Of the Land. Your life is bound to the health and state of the land of which you were born from. Changes to the land might manifest changes in mood or health in you, as the DM sees fit. Additionally, your life span is much longer than that of most humanoids: you can live to be up to 350 years old.
  Powerful Build. You have Advantage on any checks or saving throws you make to avoid or end the Grappled condition. You also count as one size larger when determining your carrying capacity.
  From the Land. The environment you were born from provides you with supernatural abilities. Choose one of the following options to determine your ancestry, and your supernatural boons. Abilities gained through this that are not senses or movement speeds can be used a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

  • Ashmount Born. When you hit a creature with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Additionally, you gain Tremorsense with a range of 15 feet.
  • Cave Born. When you take damage, you can use your Reaction to reduce the damage taken by 1d12 plus your Constitution modifier. Additionally, you gain Blindsense with a range of 10 feet.
  • Mountain Born. As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Additionally, you gain a Climbing speed equal to your walking speed.
  • Hill Born. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that creature the Prone condition. Additionally, you gain Darkvision with a range of 60 feet.
  • Polar Born. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn. Additionally, you gain a Swimming speed equal to your walking speed.
  • Storm Born. When you take damage from a creature within 60 feet of you that you can see, you can use your Reaction to immediately deal 1d8 Thunder damage to that creature. Additionally, your walking speed increases by 10 feet.

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