Novus Species in Syrik | World Anvil

Novus

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5e Racial Stats

  • Ability Score Racial Traits: A novus increases their Dexterity score by 1, and one other ability score of their choice by 2.
  • Type: Novus are humanoids with the Fae subtype.
  • Size: Novus are small.
  • Speed: Novus have a base speed of 20ft.
  • Languages: You can speak, read, and write Common and Pherose.

Cold Blooded (x)

Novi are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

Darkvision (x)

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.

Faerie Folk (1)

You have advantage on saving throws against being charmed, and magic can’t put you to sleep, nor can you be aged magically.

Flight (2)

You have large wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to double your height. All armor and back accessories must be tailored to accommodate your wings. You have a flying speed of 40 feet. To use this speed, you cannot be over encumbered or wearing medium or heavy armor.

Moth Spark (1)

Novi are especially connected to the element of air, granting them the ability to zap their foes with electricity. As part of the attack action, you can replace one or multiple of your attacks with this spark ability. When you do so, you can make a ranged spell attack with this energy using your Dexterity modifier and a range of 60 feet to deal 1d4 + your Dexterity modifier points of lightning damage.   You can use Wisdom as your attack and damage stat with this feature instead of Dexterity, unless you possess the Spellcasting class feature, in which case your attack and damage bonus uses that ability score instead.   If you possess multiple classes that have the spellcasting feature, choose which ability moth spark is tied to. Whenever you gain an increase in your Proficiency bonus, this damage increases by one die size, 1d6 at Proficiency +3, 1d8 at Proficiency +4, 1d10 at Proficiency +5, and 1d12 at Proficiency +6.

Silk-Weaver (2)

Novus spin different kinds of silk for various purposes; you gain proficiency in Weaver's Tools, should you already be proficient in these tools, you instead gain Expertise. All novi learn the homecrafter silk-weaving ability as listed below, and can choose one other type of silk-weaving ability of their choice, as listed below. If this silk-weaving requires a saving throw, the save DC equals 8 + your proficiency bonus + your Dexterity modifier. Your silk weighs 1 lb per cubic foot, and is treated as Common Silk for all other purposes. You can use this feature a number of times equal to your Constitution score, regaining all spent uses after you complete a long rest.
  • Homecrafter: You can spin thick gossamer thread into various shapes and forms, the most common of which would be a cocoon that the novi use to rest. For each minute you spend spinning, you can produce 5 cubic feet of silk, which you can use to form your cocoon, or any simple silk-based mundane object, anything other than your Cocoon requires an appropriate Dexterity (Weaver's Tools) check to make successfully. While resting in your cocoon, you regain double the amount rolled on any spent Hit Dice. Your cocoon requires a total of 5 lb. of Silk. Your silk is strong enough to be walked upon, and is difficult terrain for any creature that does not possess the silk-weaver, Webspinner or Web ability. The silk-weave can also be attacked and destroyed. A section of silk has an AC of 10, 15 hit points, vulnerability to fire damage, and immunity to poison and psychic damage.
  • Silken Guard: You can spin a fine filament of silk around a target creature. For each action that you spend spinning, you can produce an increasingly stronger piece of armor around the target creature. The first use of this ability produces a suit of Gambeson armor without the Cumbersome trait and a base armor class of 12 + Dexterity modifier, the second use of this ability enhances the gambeson, giving it a base armor class of 13 + Dexterity modifier, the third use of this ability further enhances the gambeson to its final form, granting the gambeson armor the Agile trait and a base armor class of 14 + Dexterity modifier. Armor formed in this way remains for 8 hours or until destroyed; the temporary nature of this armor is immediately obvious.
  • Silk Bola: You can spin a bola of thick and sticky silk filaments that entangle those that are struck by it. As an action, you can make a ranged attack with a range of 30/60 feet, against a large or smaller creature. If the attack is successful, the creature is Entangled by your silk Bola. While Entangled in this way, a creature can use its action to make a Strength saving throw against your Silk-Weaver DC. On success, they break free from the silk bola.
  • Silk Wall: You can spin a large wall of silk filaments that block passage or otherwise line of sight from a specific area. For each action that you spend spinning, you can produce a 5 foot long 6 in. thick, 5 ft. tall panel of silken wall. A panel of silk has an AC of 12, 30 hit points, vulnerability to fire damage, and immunity to poison and psychic damage.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
4 years +1 year (5 years) +1d2 years (5 – 6 years) +1d4 years (5 – 8 years)
Young Middle Age Old Venerable Maximum Age
under 2 years 12 years 18 years 24 years 24 + 1d6 years
Origin/Ancestry
Beastfolk
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female or Male 2' 4" +2d4" (2’ 6" – 3’ 0") 15lb +2d6lb. (17 – 27lb.)
Related Organizations

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