Heart Kind in DnD 5e

Though often nonmagical, Hearts are humans that have become altered by the Wilds over thousands of years. Represented by a diverse set of ethnicities and cultures, Hearts are constantly adapting to the ever-changing world around them.

Hearts in DnD 5th Edition are Vaxus-specific characters that represent a large portion of the world's sentient population. Though simple in frame and frail in form when compared to the other inhabitants of Vaxus, where Hearts lack in attributes they make up for in soul and spirit, adapting and becoming what is needed to survive.  

Gameplay Traits

  • Ability Score Increase. Hearts are known for their versatility, often taking on life's challenges with a mixture of courage and innovation. You can increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium. Hearts average around 5 feet tall, ranging from 4 feet up to 6 feet, though this height and build can vary depending on the effects of the Wilds. Their weight averages around 100 pounds.
  • Speed. Your walking speed is 30 feet.
  • Languages. You can speak, read, and write Regional (a catch-all term for the region's main language, also known as Common) and one other language of your choice. Most Hearts tend to stick with their Regional dialect, especially if they live in a small settlement. However, due to the proximity of the Wilds, if there are any friendly Draelish, Fae, or Wildings nearby, learning their language may prove advantageous in trade deals or resolving disputes.
  • Age. Hearts mature by the time they reach their late teens, finishing development around their early 20's. They can live on average about 60 to 80 years, depending on their lifestyle.
  • Alignment. Hearts value living with other Hearts, maintaining the boundary between civilized space and the Wilds. Though they typically lean a little more towards Lawful than Chaotic, they have the capacity to develop both paths.

  • Ethnicity. The world is full of civilizations that have been changed by the Wilds, and Hearts are no exception. From simple traditions and subtle biological changes to strange mask/identity-swapping ceremonies and chitinous new skin growths, the Wilds can change any Heart settlement if given enough time. Click here to view all of the available Heart lineages found in Vaxus, each one having traits built around their culture and environment as shaped by the Wilds.
  • Resourceful. Sharing a world with the Wilds requires one to be prepared for the unexpected, such as a wooden bowl suddenly turning into stone or when an Ur-beast decides to charge into town. When you make an ability check, you can take 10 as the result of the d20 (instead of rolling). Once you have used this trait, you can't do so again until you finish a long rest.
  • Lifepath. Hearts walk many different paths, with each one improving in their trade through innovation and skill as time goes on. Choose one Lifepath featured below to mark your journey. If you find that your path has changed as a result of your adventures, you may swap which path you take upon picking up an ASI.
  • Aristocrat. You enjoy engaging with the upper echelons of society, meeting dignitaries and patrons as you travel the world. Maybe you know a few well-to-do people, or were even invited to attend the fabled courts of the Fae. No matter where you come from, you are a socialite at heart. Starting at 1st level, you learn one half-proficiency of your choice from the following skills: Slight of Hand, Deception, Intimidation, Performance, or Persuasion. Starting at 3rd level, you gain another half-proficiency of your choice from the list provided or you can choose to upgrade the skill you chose to full proficiency instead. Starting at 5th level, you gain a +1 to the saving throw of your choice from the following: Charisma, Wisdom, or Intelligence. Starting at 7th level, you can either gain another half-proficiency of your choice from the list provided, you can choose to upgrade a half-proficiency you chose to full proficiency instead, or you can choose to upgrade the skill you initially chose to expertise if it is at full proficiency because of this trait.
  • Laborer.
  • Scholar. Blurb needed. Starting at 1st level, you learn one language of your choice. Starting at 3rd level, you gain one proficiency of your choice from the following skills: Arcana, History, Investigation, Nature, or Religion. Starting at 5th level, choose a focus area from the list provided here. You gain advantage on a skill check if it is related to your focus area once per long rest. Starting at 7th level, you learn an additional language.
  • Specialist. Blurb needed. Starting at 1st level, you gain a tool proficiency with one artisan tool, gaming set, or musical instrument of your choice. Starting at 3rd level, you gain half-proficiency with a skill of your choice from the following skills: Sleight of Hand, Performance, or any skill that's listed as relating to your artisan tool (see table to the right). Starting at 5th level, you gain advantage on an ability check once per long rest if it involves the use of your artisan tool, gaming set, or musical instrument. Starting at 7th level, you gain full proficiency with the half-proficiency skill you chose.
  • Warrior.

Ethnicities

  The people known as Hearts are found scattered throughout the world. Below are a number of their lineages that you can play as in the world of Olum.  

Akus - Northern Continent

  Major Civilizations:
  • Followers of the Giants (Northern Region) - Gaint's Blood ability
  • Elysian (Eastern Region) - Monster Hunter, Sportsmen, Minor Boon, Mystical Homesickness Restriction?
  • Gudalian (Eastern Region) - Aura of Contentment
  • The Zaan (Southern Region) - Camel-like trait. Lots of battle games, one battle-master technique? Martially adept
  • Ekavarian (Southern Region) - 1 cantrip, 1 1st-level spell, 1 2nd-level spell.
  • False Immortan (Southern Region) - Magicphobia, colonist, weapon proficiencies?
  • Warring Kingdoms (Southern Region) - Weapon proficiencies (like dnd's high elves?)
  • Kotoma (Southern Region) - Jungle people, Aztec-like. The city of Adventurers is found here. 
  • Rake (Western Region) - Sorcerer and/or Druidic cantrips. Religious lore skill.
  • Ceyrae (Western Region) - Cloak and Dagger, Intrigue lore skill
  • Dorn (Western Region) - Italian-like, cooking and sailing?
  • Peoples Unchained (Western Region) - Port-towns, swimming
Minor Civilizations:
  • Generic Townsfolk - Survival Skill and 1 tool proficiency
  • Settlers/Frontiersmen - 1 unattuned Common Item from the list provided. Can be reforged (Check enchanting rules from Kibbles. Cost? 25g?)
 

Unperica - Southern Continent

  Major Civilizations:
  • Immortan (Northern Region) - Mark of the Emperor Restriction, Magicphobia, Military Conscription
  • Scattered Isles (Northern Region) - Magicphobia Restriction, Firearms proficiency. Barbarian-like abilities/traits.
Minor Civilizations:
  • Generic Townsfolk - Survival skill and 1 tool proficiency
  • Settlers/Frontiersmen - Survivalist trait
 

Lifepaths

  1 - 3 - 5 - 7   Aristocrat: Knight - Noble - Lord - Baron Laborer: General - Skilled - Lead - Chief Scholar: - Intern - Assistant - Teacher - Expert Specialist: Novice - Apprentice - Journeyman - Master Warrior: Basic - Seasoned - Veteran - Elite       (Aristocrat Summary: 1 Expertise and +1 to one saving throw [Charisma, Wisdom, or Intelligence].) (Laborer Summary: A +1 bonus to Stamina, 1 half skill proficiency of their choice, +1 to one ability check [Strength, Dexterity, or Constitution], upgrade to full proficiency.) (Scholar Summary: 2 languages, 1 skill proficiency, 1 skill advantage) (Specialist Summary: 2 tool proficiencies, 1 skill proficiency tied to that tool [see chart below from Xanathar's], can ignore 1 failed crafting roll once per long rest) (Warrior Summary: 1 half skill proficiency with either Athletics or Acrobatics, +1 to one saving throw [Strength, Dexterity, or Constitution], 1 skill proficiency upgraded, Movement speed increase from the following: +5 swimming, +5 climbing, or +10 when dashing.     Scholar: one additional language (who can write, read, and speak with that language). 3rd: proficiency in one of the following: Arcana, History, Investigation, Nature, or Religion. 5th: Lore skill: when using the skill proficiency gained from this trait with a culture you share a language gained with this trait with, you can advantage once per long rest. 7th: you gain an additional language and skill from the list provided, and can gain advantage twice per long rest.

Variation within Heart Kind

  When Hearts settle into a region, the longer they live there, the more they affect the magical Law that governs the land. Law determines how an area functions, with Hearts having the ability to shift the Wilds to a degree based on what they perceive as "normal." Sometimes they have a strong hold over what is normal, and thus "tame" a Wild region from the set perspective instilled by the Outer gods. Other times, the Wilds subtly change their perspective, with what used to be seen as weird now becoming the accepted norm. These subtle shifts can occur over a generation or two, though rarely it can happen suddenly if a wild god is involved, whether as a favor or by decree. This shifting of perspectives is how the different Heart species developed over time, with Wildlings coming about when this gradual shifting is superseded by what is known as a Wild Surge.  

Wild Surges and their Effects on Hearts

  Wild Surges are waves of chaos that roll throughout the Wilds, produce sudden aspectual changes in whatever is caught within its wave, whether that be heart, animal, plant, rock, or anything else. If the creatures inhabiting the region don't outright die, they turn into Wildlings, with their bodies being forced to change in a short amount of time. These Wild Surges usually happen out on the frontiers of civilizations, but can sometimes happen without notice inside one if a settlement has expanded too fast into the Wilds. It can also build up over time, destroying generations of stable land in one quick, catastrophic surge. While gradual changes to a heart's physiology doesn't necessarily make them a Wildling over night, exposure over hundreds of years within close proximity of the Wilds can lead to a complete change.

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