Vesperkin
Table of Contents
Background
Under Construction
Racial Features
The Vesperkin's racial features are shown on the following stat block:
The Traveler's Guide to Aellorah
Vesperkin
The Vesperkin arrived later in the same year as the Humans, appearing near Umos' Wellspring in southern Myr. The two peoples did not meet for the first time for decades, but the Vesperkin’s communal spirit bonded the two civilizations, a bond that remains to modern day.
Vesperkin are very similar in appearance to Humans, but are very short and can be anywhere from lean to pudgy. They are sometimes called Half-men or Halflings because they look so much like Humans, but are just about half their height. This doesn’t seem to bother them, though. What does bother them is talking to them as if they’re children, which unfortunately isn’t uncommon. The Ettinor are the worst offenders in this regard, so the Vesperkin are not fond of them.
They are also very fond of the night time, and their schedules usually involve getting up later in the day and staying up well into the night. Their incredible night vision is one reason for this, as the dark holds no secrets for a Vesperkin.
The Vesperkin inherited the divine domains of Community and Darkness, and one other domain depending on their subrace.
Pierce the Veil
The darkness holds no secrets for your eyes. You have Darkvision out to 60 ft. Within 30 ft., you can see heat signatures, allowing you to see creatures even if they are invisible so long as they have body heat. This also allows you to tell how hot objects are by how intense their heat signature appears. However, your eyes are more sensitive to light, and you have disadvantage to Perception checks in sunlight.
Teamwork
When you assist an ally on a skill check, you can add your proficiency bonus to their roll. You can do this a number of times per long rest equal to your proficiency bonus.
Vesperkin Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Instrument Proficiency
You gain proficiency with a musical instrument of your choice.
Subraces
The features of the three subraces of Vesperkin can be found below:
The Traveler's Guide to Aellorah
Elusis
The Elusis Vesperkin are slightly devious and enjoy playing pranks on people. Their pranks usually involve their innate ability to simply vanish into thin air. They are usually harmless, though other races have a hard time trusting them because of their abilities. They display a natural affinity for illusion magic as well.
Vanish
You can cast the 'Invisibility' spell on yourself without expending a spell slot and without verbal, somatic, or material components a number of times per day equal to half your proficiency modifier (rounded down).
The Traveler's Guide to Aellorah
Fortunis
The Fortunis Vesperkin are cheerful, good-natured people, and good things tend to happen to them and those around them.
Karma
When you roll a 1 on the die for an attack, ability check, or saving throw, you can treat it as a natural 20. You can do this a number of times per day equal to half your proficiency bonus (rounded down).
The Traveler's Guide to Aellorah
Reveris
Dreamwalk
You have the ability to enter the dreams of sleeping creatures within 30 ft. of you. Once per day, you can sit or lay down and immediately fall asleep, entering the dreams of a creature you choose within range, whether you can see them or not. While within the dream, you have the ability to change your appearance and make subtle changes as if using the 'Minor Illusion' spell. However, changes made must be subtle to avoid waking the dreamer. You can use this ability to explore the creature's burdens, fears, and even their deepest secrets, so long as you remain undetected.
If the creature knows your appearance or makes a successful Investigation check against any changes you make to your appearance, they will realize that you do not belong. If at any point, the dreamer detects your intrusion, they will attempt to wake. You can attempt to prevent this by making a contested Wisdom saving throw. If you fail this save, the creature will immediately wake and be aware of your intrusion, and may become hostile towards you. If you choose to interact with the dreamer, you can attempt to use Persuasion or Deception checks to steer the course of the dream by asking targeted questions. If you are successful, you could cause the dreamer to unwittingly reveal their innermost thoughts.
You can maintain the shared dream for up to 1 hour, which equates to 8 hours of time in the dream world. Attempting to enter the dreams of the same creature more than once per week has a 10% chance per additional day to cause you to get lost in the creature's dream and be unable to wake, at which point the only way for you to escape the dream is for your companions to wake you, after which you will incur a level of Exhaustion and be unable to enter dreams again for 1 week.
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