Asfaraba

"Beings made of pure emotion, that influence power over mortal brains in domains of their own."
— Rebis
  Asfaraba are a unique manifested entity, who are produced as a byproduct of mortal life, but also evolve alongside of it in a eternally locked symbiosis. These unique entities stand at nearly twenty feet tall in their true forms, with two sets of arms. The Asfaraba are one of many chosen races of Erosyan.   The key ingredient to their creation is the existence of emotions. When the first primordial giants of Ye'Te'Veo came to be their emotional and mental energy would sometimes ripple out from them and become scattered in the void of creation. When a being as powerful as a Primordial Giant in the old days had an outburst of Rage, Joy, Sadness, or any other feeling on the vast spectrum of emotion-- that Cosmic emotional energy holds enough power to sometimes will something new into being; whether the God was aware of it or not. The very first Asfaraba who were born were born as a result of that emotional energy put forth by the gods. Yet the Asfaraba didn't simply come to be as identical beings.   Each one of them would be born as a personification of the emotion responsible for creating them. For example; let's say a entity in the Dreamlands is feeling an extreme Rage might incidentally create an Asfaraba; not even by the God's design just completely by accident. All that anger and frustration; that raw emotion causes the Asfaraba to manifest. An Asfaraba that is born as a result of this extreme anger is going to be a nearly perfect manifestation of anger. It would be born angry, and would have a hard time feeling anything other than anger at least for the opening moments of its life. Conversely if an Asfaraba is born of total joy and happiness then it would be in a delighted manic happy like state near constantly. Regardless of which emotion spawned each individual Asfaraba, they are all entirely sentient beings capable of thought and expressing the entire spectrum of emotion even if they are predisposed to feel one emotion above all others.   At first they may find it nearly impossible to control their emotions almost always defaulting back to the one that they were born of. This is called their core emotion. As beings made of extreme manifestations of emotion and immune to dying of old age they have dedicated countless years to learning mastery over their emotions and their emotional states.   Each Asfaraba has a collection of masks to compensate that. The Masks are powered with psionics; made by elders of their culture- meant to dull their most extreme emotions within them. They are used as tools by young Asfaraba to help them express emotions other than their core emotion until eventually they achieve mastery; and more importantly control over themselves. Once their training is complete they no longer require the masks in order to regulate themselves however, the habit of swapping masks becomes deeply ingrained in them by the time they reach this point. As a result most of them just continue to use their masks for the remainder of their existence.   By this point, the masks have become a part of the Asfarabian culture they've somewhat transcended their role as mere tools and become a symbol of status age and respect within the community. Asfaraba with a large collection of high quality masks for instance has likely been alive for a very long time, and they also demonstrate an understanding of the complex emotions that exist within each of them to the extent where the most subtle emotions can be expressed. Individuals meeting Asfaraba, for the first time they can seem rather unstable or manic. In reality that couldn't be farther from the truth. They just feel emotions in such a profound way; especially their core emotion, that it is actually to the benefit of those around them that they control of the maelstrom they feel within themselves with these masks.   Young Asfaraba whom are created as a result of large concentrated amounts of mortal emotions (aka a good 80% of all Asfaraba) are usually born without access to support from the elders, and create their own courts in order to gather enough resources and power to fund creations of their own masks. This fact alone can usually breed resentment within their ranks towards the elder Asfaraba.   Regardless however, Asfaraba can be as diverse as mortals as their feelings for other entities, but towards Mortals they tend to be more patient and mericful, even if they were born of an element like rage. Understanding the power they have held for the continuation of their species. A debt; one paid with patience of their presence in their domains.
Masked Monsters.
Asfaraba culture is centered around uses of emotional masks. Traditionally used as training wheels, these baubles serve for them to manage and understand emotions other than the one they were formed with.
Emotionally Based Looks.
The visual looks of an Asfaraba are as vast as their being. They generally reflect the emotions that created them, and the experiences of those who did. Mortals who are grieving the loss of a elven queen so powerfully to spawn a Asfaraba may manifest as a elven-queen-looking entity. While large amounts of sick-minded humanoids enjoying the experience of a ravenous cannibal fairground may create a demented clown looking entity. Either way, they will have a few things that will make it obvious of their Asfarabaian nature. Four arms; and a bioluminescent set of markings, seeable in the pitch dark which contain iconography indicitive of their creation.


ASFARABA TRAITS

Your Asfaraba character has a variety of natural abilities common with your ancestry.

Asfaraba Traits

Asfaraba

Ability Score Increase +2 Wis, +2 to a stat of your choice.

Size Medium or Large

Speed 35ft


Empathetic. Attuned to the stuff that encapsulates being, the Asfaraba have keen senses for reading emotions of others, all the while being quite distant themselves. Gain proficiency in insight. If you already have proficiency in insight, you may upgrade it to expertise.   Astral State. As a bonus action, you can take on the powers of the Astral Plane into yourself, making your body more nebulous. This state lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you take this form, you become unaffected by most forms of difficult terrain. Additionally, you are able to squeeze through spaces no smaller than 1 inch without squeezing.   Mask Emotions. You know how others feel, but you must keep your own self disciplined. Whenever you make a Charisma (Deception) check related to concealing your emotions, you are considered proficient in the Deception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Mental Prowess. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you, but unless they have telepathy themselves, they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.   Induce Emotion. As an action, you may choose 1d6 + your Wisdom modifier (minimum of 1) number of creatures within 120 feet of you to induce your emotional being into. The creature must succeed a Wisdom saving throw with a DC equal to your Wisdom modifier + your proficiency bonus + 8. Upon a failed save, they take 1d6 psychic damage, and immediately become stunned, until they succeed a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8, or after 1 minute. Upon a successful save, they take half as much psychic damage, and resist the stun itself. This damage increases 1d6 per level. (2d6 at level 2, 3d6 level 3, etc.) You can only use this ability a number of times equal to your proficiency modifier before needing to recharge it upon a long rest.   Mask. You may don one of your available masks during a long rest, gaining a variety of benefits depending on the mask. When you start a new character, you can choose one mask from among those listed below.  

Languages. You can speak, read, and write Common, Lazarus, and a number of languages equal to your intelligence modifier from the mortal language options.


 

  Masks
Constitution score granted by Masks While several masks grant a bonus to Constitution, this bonus is never factored in when calculating the player's hit points, whether at first level or at any level beyond that. Only the character's base constitution, plus any bonuses not related to this race, are counted.     Mask of the Shy.   Ability Score Increase. All your scores increase by one.   Blend in. While wearing this mask, you appear human, elven, or dwarvish to the casual observer. A DC15 insight check will reveal you in your original form.     Mask of the Bold.   Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.   Selfless Protector. When an adjacent ally takes damage, you may expend your reaction to attempt a DC 15 Constitution check. If you succeed, the damage taken is split between yourself and the ally, rounded up.   Proficiencies. You gain proficiency with maces and shields.     Mask of the Proud.   Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.   Spirit of Justice. As the ambassador of law and order, you can use your action to command a creature within 30ft to do your bidding. The creature must succeed a Wisdom saving throw (DC = 8+proficiency+Wisdom). Lawful creatures have disadvantage on this check, while chaotic creatures have advantage. If they fail, you can force them to either move their full movement to the position of your choice or attack an adjacent target. Succeed or fail, they are then immune to this feature for the rest of the day. You can use this ability a number of times equal to your constitution modifier.   Proficiencies. You gain proficiency with whips.     Mask of the Rager.   Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.   Fiendish Aggression. You gain the benefits of the fighting style two-weapon fighting. You gain advantage on Constitution saving throws.   Proficiencies. You gain proficiency with great axes.     Mask of the Scholar.   Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1.   Arcane Knowledge. You gain mana regeneration equal to 1d4 per hour.   Proficiencies. You gain proficiency with quarterstaffs.     Mask of the Cruel.   Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.   Whispers of Death. When a creature dies within 30ft of you, you can make a DC 15 Intelligence check to seemingly absorb part of their soul, gaining 1d6+int temporary hit points on a successful roll.   Proficiencies. You gain proficiency with Scythes. In addition, you can use your dexterity for attack and damage rolls made with these weapons.     Mask of the Rebellious.   Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.   Galivanting Justicier. You can inspire an ally to greater prowess. As a bonus action, make a DC 15 charisma check and, on a success, one ally of your choice within 30ft gains advantage on his next attack or saving throw. You can use this ability a number of times equal to your constitution modifier.   Proficiencies. You gain proficiency with Rapiers.     Mask of the Playful.   Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.   Giggling Retreat. Your base movement speed increases by 5ft. In addition, when hit by a melee attack, you can teleport up to 15ft instead of taking damage. You can do this a number of times equal to your proficiency modifier.   Proficiencies. You gain proficiency with Lances.     Mask of the Frightful   Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.   Dreaded Despoiler. As a manifestation of your enemies' greatest fear, you can attempt to make them flee in terror. As an action, you can force all enemies within 15ft to make a Wisdom saving throw (DC = 8+Proficiency+Charisma modifier). If they fail, they become frightened of you until the end of your next turn. Succeed or fail, they are then immune to this feature for the rest of the day. You can use this ability a number of times equal to your constitution modifier.   Proficiencies. You gain Proficiency with tridents.     Mask of the Distant.   Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.   Don't Touch Me. You can cast the misty step spell a number of times equal to your proficiency modifier.   Proficiencies. You gain proficiency with longbows.