Letheni
Table of Contents
Background
Under Construction
Racial Features
The Letheni's racial features are shown on the following stat block:
The Traveler's Guide to Aellorah
Letheni
The Letheni were the second race to be created on Aellorah, emerging in central Arak near Mt. Ardreth where Lys' Wellspring resides. This heralded the beginning of the Age of Creation, where after Aellor's success in shepherding the Dwarves, the other Seven Sisters began to experiment with life of their own. Curiously, Lys, the goddess of life, was second to create life on Aellorah.
The Letheni are extremely long-lived, and serve to be Aellorah’s living memory. Unlike Humans, Letheni do not strive to make rapid change. Whereas the Humans have such a relatively short time to live, and must rush to accomplish their goals, the Letheni have several millennia, and are in no hurry. They take their time with tasks and are very meticulous. This clash in intensity of ambition has often put the Letheni at odds with the Humans.
Letheni enjoy the natural world, and though modern civilization has brought with it the advent of large cities such as Mythwell, which are sprawling metropolises filled with stone and wood and smoke – wherever Letheni can be found, you can be sure nature will be incorporated into the city somehow. They feel stifled when they cannot see all the beauty the natural world has to offer, and they are very fond of flowers. This respect for the natural world makes them great friends to the Lynoxi.
The Letheni inherited her divine domains of Life and Temperance, and one other depending on their subrace.
Contrarian
Verdant
Warden
Emotional Resilience
Your control over your emotions gives you advantage on saving throws against being Charmed or Frightened, as well as spells that manipulate emotions.
Enduring Youth
Your inner life essence makes you immune to effects that would magically age you. Additionally, you have advantage to saving throws against effects that would inflict Exhaustion, and you recover from Exhaustion twice as fast.
Darkvision
Letheni are acclimated to dense or misty forests, as well as the dark night skies, and have superior vision compared to the Humans and Vesperkin. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Trance
Letheni don’t need to sleep. Instead, they enter a trance-like state, remaining only partially conscious, for 4 hours a day. After meditating in this manner, you gain the benefits of a long rest.
Subraces
The Letheni appear in the following subracial variants:
The Traveler's Guide to Aellorah
Contrarian
The Contrarian Elves are bringers of change, going against the conservative temperament of their other Elven relatives. Their moods tend to shift with the seasons. They get along better with Humans and Dwarves than their Warden and Verdant counterparts.
Seasonal Affinity
You change as often as the seasons, manifesting different abilities for each new season.
- During Spring, when expending hit dice during a short rest, you always regain the maximum amount. Additionally, any time you are healed, you may add an extra 1d4 to the amount healed.
- During Summer, once per day, you can take an additional action during your turn.
- During Autumn, once per day, you can reroll a d20 after seeing the result, and take either result.
- During Winter, once per day, if you were to fail your third death saving throw, you can make one final saving throw. If it succeeds, you stabilize.
The Traveler's Guide to Aellorah
Verdant
The Verdant are the healthiest of Elves, and they believe in the balance between life and death, finding comfort in the cycle of death and rebirth between Winter and Spring. They believe that souls are reborn after death.
Invigorated
You recover from even the most serious wounds rapidly. At the start of your turn, as long as you are conscious, you regain 1 hit point. Additionally, if you are dying and you stabilize, you immediately regain 1 hit point.
The Traveler's Guide to Aellorah
Warden
The Wardens are the types of Elves that prefer to live amongst nature – particularly in forests and flowery plains. They are conservative by nature, believing that the world should not change, but should be preserved. This puts them at odds with Humans and Dwarves, as well as their Contrarian counterparts, who so love to create and progress their societies ever forward.
Afterimage
You have the ability to disorient your opponents by sidestepping their attacks and leaving behind an afterimage. When an enemy makes a melee attack against you, you can use your reaction to impose disadvantage on the attack. If the attack misses, your afterimage disorients the attacking creature, leaving them open to attack, giving you and your allies advantage on attack rolls made against them until the end of your next turn. You can do this a number of times equal to half your proficiency bonus (rounded down).
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