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Irtouched

"You are a sliver of divinity given mortal form," a foot soldier said as they gazed upon the true form of their captain. As the Skull Mage's forces stormed the banks of Aldhon, the captain looked back with their gleaming eyes and threw down their cloak as radiant wings emanated from their back. They charged into the line of skeletons with their greatsword, trying to buy time for their comrades to retreat.   Elswhere in the battle, an individual with deep purple skin, black eyes, and curled ivory horns beckoned at those following them. They led a small group of civilians and deserters out of the conflict, for a fee of course. They bewitched and bewildered the forces of Sackrym and the Queen alike, leading them behind enemy lines and out of the city.  
— Scenes of Irtouched during Sackrym's Folly
  Regarded with numerous emotions, and folk lore, the one that Irtouched experience the most often is awe. Irtouched are born to mortals with a sliver of the divine embedded in their soul. Whether that came from a deal or ancestry to a deity, or born during a celestial event. It is difficult for an Irtouched to hide, since their divine heritage becomes more noticeable as they age. Those born with the spark are destined for greatness and influence.  

Of the Ir

Irtouched can be born to nearly any race, however they occur mostly as the progeny of Humans, Stonekin, Dwarves, and Elves. They will resemble an amalgamation of their birth species and which group of the gods their spark of divinity is most tied to. Those tied to the Velranir, will often have their eyes begin to glow, they will be able to grow a pair of spectral wings, among other abilities. Those born of the Hlutlir resemble mortals the most, with their skin changing color slightly, the shape of their pupils change, or they gain some bestial qualities. Irtouched born with a spark tied to the Illtir are the most obvious, and least trusted. They often resemble devilish creatures with sharp teeth, horns, and a fiery temperament.  

Diverse Backgrounds

It is difficult to pin down a specific culture to the Irtouched since they can be born to any species. They often adopt (or reject entirely) the culture and naming conventions of their mortal parents. There is one throughline however. Irtouched are blessed (or cursed) with an innate wanderlust, and a desire to Do Something. They can fight the urge, but more often than not, destiny urges them on.  

by Aaron Burr via HeroForge

 

Homebrew

Irtouched

If you play an Irtouched within Elturia, most other ancestries in 5e that have a connection to the divine or infernal will work. The following options are specific to Elturia.   Irtouched operate as an alternative set of attributes that work with your character's ancestry. The most common ancestries that have Irtouched children are Stonekin, Humans, Dwarves, and Halflings. However, there have been some from Elves since they arrived to Elturia, as well as from other ancestries such as the Drekkin and Virmen.   Each Irtouched is unique and resemble the the deity that blessed them in one way or another (physical and otherwise). Work with your GM in how this manifests in your game. There are three categories of Irtouched, the Velranar (born of the Velranir), the Hluar (born of the Hlutlir), and the Illar (born of the Illtir).
ability score increase: You may assign a +2 to any ability score and a +1 to another ability score, or you may assign a +1 to any three ability scores
age: Usually mature at the same rate as their parent ancestry, however they live about 20 to 50 years longer.
alignment: Usually Good
Size: Medium
speed: You keep any walking, climbing, flying, or swimming speed of your ancestry
Languages: Common, and one other language deemed appropriate by you and the GM
race features:

Darkvision

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 discern colors in that darkness only as shades of gray.  

Irtouched Resistance

You may choose two 2 resistances from Radiant, Necrotic, Psychic or Lightning. Alternatively you may choose one resistance from Cold, Fire, or Poison.  

Velranar

You hold the blood of the Velranir in your veins.  

Call for Aid

You can call upon the divine in a moment of need to help your allies. When a creature that you can see within 30 feet of you makes an attack roll or saving throw, you can use your reaction to allow them to reroll the dice. This may be done after the target makes the roll, but before the GM declares the result. They must take the new roll. Once you use this trait, you must wait until you finish a long rest before you use it again.  

Divine Awakening

When you reach 3rd level, your divine heritage begins to awaken. Choose one of the following options. Thereafter, you may use a bonus action to invoke the power of your divine heritage, gaining those benefits. The effects last for 1 minute or until you end them as a bonus action. Once you use your awakening, you cannot do so again until you finish a long rest.  
  • Scale of Godreki. Scales begin to grow and harden around you. Your armor class is increased by 1 and you gain a number of temporary hit points equal to twice your proficiency modifier.
  • Fire of Bordi. The fires of Bordi's forge courses through you. For the duration of your awakening, you shed bright light for 10 feet and dim light for 10 feet. When a creature starts their turn within 5 feet of your or enters that space for the first time on a turn, they take fire damage equal to your proficiency modifier.
  • Messenger of Dionder. You voice suffuses the area, causing allies to percieve your voice as angelic, and it to grate against enemy ears. While this awakening is active at the beginning of your turn, choose a creature within 30 feet. You may either give that creature an additional d4 to their next attack roll or saving throw, or force them to make a wisdom saving throw against your spell save DC (use your charisma modifer if you do not have one). On a failed save the target has disadvantage on their next attack.
  • Blessing of Ortuna. Your eyes begin to shine a vibrant color, and you instinctually see several paths ahead and how they lead which grants you several benefits. Hidden creatures do not have advantage on attack rolls against you, your speed increases by 5 feet, and you may add your proficiency modifier to the damage of your first weapon or spell attack each turn.
  • Ray of Solmithra. A pair of radiant wings sprout from your back, giving you a flying speed equal to your walking speed. Additionally, once during this transformation as an action, you may target a creature within 30 feet of you and roll a number of d4s equal to your Wisdom modifier (minimum 1). At 11th level the die increases to d6s equal to your Wisdom modifier. The creature regains hit points equal to the total number rolled.

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    Hluar

    Prayer of Stability

    You call upon your divine heritage to bring equilibrium to the world around you. When a creature within 30 feet of you is about to roll an attack roll or saving throw with advantage or disadvantage, you may use your reaction to remove the advantage or disadvantage. Once you use this feature, you must wait until you complete a long rest to use it again.  

    Divine Awakening

    When you reach 3rd level, your divine heritage begins to awaken. Choose one of the following options. Thereafter, you may use a bonus action to invoke the power of your divine heritage, gaining those benefits. The effects last for 1 minute or until you end them as a bonus action. Once you use your awakening, you cannot do so again until you finish a long rest.  
  • Bearer of Regla. There is no physical change when you draw upon your divine heritage. You know when you hear a lie. Additionally, you cannot be charmed for the duration of your awakening.
  • Arrow of Arrast. Your form begins to glow with a faint silver hue, emanating dim light for 15 feet. Additionally, you are blessed with Arrast's accuracy; you may double your proficiency modifier to hit with your first spell or attack each turn.
  • Aspirant of Deyjau. Your form becomes slightly translucent. You are not impeded by difficult terrain and you may pass through another creature's space without any movement penalty, but you cannot end your movement in an already occupied space. While awakened, creatures of your choice within 15 feet of you have advantage on death saving throws.
  • Wildling of Yera. Your eyes glow a deep shade of green and small plants (either flowers or thorns, your choice) begin to grow throughout your clothes and your hair. You may speak with plants and animals for the duration of the awakening. Additionally, you may cast misty step a number of times equal to your proficiency modifier in your awakened state.
  • Prank of Ikol. Faint horns begin to grow, and your smile becomes uncomfortably larger. While awakened, you can create illusions to beguile or distract those around you. As a bonus action you may choose a creature within 30 feet, they must make a wisdom saving throw (DC 8 + Your Proficiency Bonus + your Charisma Modifier). On a failed save, the next attack against that target has advantage on the target.

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    Illar

    Ill Omen

    The supersition of bad luck surrounding your kind has some merit. Your divine heritage allows you to bend the luck of those around you for the worse. When a creature within 30 feet of you makes an attack roll or saving throw you my utter a curse as a reaction, causing them to take a d4 penalty to their roll. When you reach 11th level the die increases to a d6. You may do this a number of times equal to half your proficiency modifier. You regain all expended uses at the end of a long rest.  

    Divine Awakening

    When you reach 3rd level, your divine heritage begins to awaken. Choose one of the following options. Thereafter, you may use a bonus action to invoke the power of your divine heritage, gaining those benefits. The effects last for 1 minute or until you end them as a bonus action. Once you use your awakening, you cannot do so again until you finish a long rest.  
  • Eye of Slaemdreki. Fire begins to seep from your eyes as your teeth sharpen to points. You gain advantage saving throws against the frightened condition. The first time you deal damage on each of your turns with a spell or weapon attack, you may add force damage equal to your proficiency modifier.
  • Scion of Surtym.
  • Shade of Nebri.
  • Walker of Hraedrek.
  • Blade fo Gorlod.

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