Ettinor
Table of Contents
Background
Under Construction
Racial Features
The Ettinor's racial features are shown on the following stat block:
The Traveler's Guide to Aellorah
Ettinor
The Ettinor, created by Estrea, were gifted with enormous strength and imposing size and were originally intended to hunt and kill the creatures that the dark god, Emir unleashed on Aellorah. The Ettinor would go on to form the hunting group known as The Bone Collectors, which hunts the monsters that prey on the other races of Aellorah and uses their bones to craft specialized equipment.
Ettinor originated in Gothir, but by that point, the other races of Aellorah had settled parts of northern Gothir and greeted them. The Ettinor were initially feared because of their appearance and because they practice cannibalism, but when their bloodlust for monster hunting subsides, they can display a serene calm. The Elves especially do not get along with the Ettinor, seeing them as monstrous savages, and the Vesperkin do not get along with them because the Ettinor treat them like children, condescending to them. But in time, most adapted and welcomed the Ettinor as children of the Seven Sisters.
Ever since The Spellscar eruption in Gothir, many of the Ettinor have migrated to the Esterburn Highlands region of Arak. Many still reside in Gothir, but the ever advancing horde of Fel Orcs has made life in Gothir extremely inhospitable, and not all Ettinor crave violence.
The Ettinor inherited the divine domains of Death and Winter, and one other domain dependent on their subrace.
Entropine
Pestiline
Tranquiline
Cannibalism
Once per long rest, you can spend 5 minutes to consume the flesh of a fallen enemy, and in doing so, absorb their strength. Upon consuming a creature’s flesh, you gain one of that creature’s damage or condition resistances, at the discretion of the DM. The resistance absorbed from the creature lasts for 8 hours. If they do not have any special resistances, this ability is not spent.
Additionally, you have resistance to any poison or disease effects that consuming the flesh would cause. You cannot use this feature on a creature that does not have any edible body parts.
Cold-Blooded
You have frigid blood and can survive in the harshest of temperatures without protection, as low as -50F. You have resistance to cold damage and you automatically succeed on saving throws that would cause Exhaustion due to cold weather conditions.
Natural Athlete
You have proficiency in the Athletics skill.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Subraces
The Ettinor appear in the following racial variants:
The Traveler's Guide to Aellorah
Entropine
The Entropine Ettinor are of the belief that there can be no order, as all things eventually decay, and it is futile to try to bring law to the world. They revere the chaos of the Wellsprings and rejoice when they erupt. They have poor relations with the Luminari most of all.
Discordant Murmur
Once per long rest, as an action, you can make a deep, chaotic humming noise which confounds those around you. For 1 minute, any skill checks made within 15 ft. of you are made at disadvantage. Additionally, those attempting to cast spells or concentrate on spells within that range must succeed on a concentration check with a DC of 10 + your proficiency bonus + your Charisma modifier. If the creature fails their concentration check, and if they were in the process of casting a spell, the spell slot is not consumed. This ability has no effect if the player is silenced or cannot make sound.
The Traveler's Guide to Aellorah
Pestiline
The Pestiline Ettinor are the most controversial variant of Ettinor, and are seen as filthy by the Elves, and are avoided by many others. They have the ability to spread a virulent disease from their blood on command that is an amalgamation of the diseases from the carrion that the Ettinor consume. Their veins are much more pronounced than other Ettinor and have a distinct dark green hue.
Wither
You have the ability to spread the contamination that dwells in your blood. As an action, you can attempt to make an unarmed attack against a creature within 5 ft. as the veins on your hand pulse a sickly black color. On a hit, the you do an additional 1d8 necrotic damage and the creature must succeed on a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus, or being inflicted with the Withering for 1 minute. While inflicted with the Withering, the target creature has -2 to all saving throws and takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. You must have a hand free to make this attack. You can do this a number of times per long rest equal to half your proficiency bonus (rounded down).
The Traveler's Guide to Aellorah
Tranquiline
The Tranquiline Ettinor are the most agreeable of the three variants, owing to their calm dispositions. They shove aside the rage channeled by their counterparts and enter battle with a cool stoicism. These Ettinor surprisingly have good relations with many Elves, and have adopted their meditative practices, gaining great restorative benefits when they do so.
Serenity
It takes you only 4 hours to gain the benefits of a long rest. During a long rest, you do not need to sleep, and can meditate, allowing you to remain alert during this time. Additionally, you are immune to the Frightened condition and have advantage to saving throws against effects that would cause you to become Charmed.
Comments