Heat of Het Template

Watchers of starry nights and clear blue skies and often found perched upon mountain tops, vast deserts, and tundra wastes, Draelish that channel Sun (or Heavens) Essence are known by their Affinity name as Het. With rutile quartz-colored eyes and yellowish/grey-white and gold-flecked scales, Het often channel their essence using heat waves and solar rays.  

Gameplay Traits

 
  • Ability Score Increase. Draelish are known for their Strength and Constitution, exerting great physical force and having high resilience at the cost of lower flexibility. You increase your Strength and Constitution ability scores by 2 each, but you decrease your Dexterity ability score by 1.
  • Creature Type. You are a Humanoid. You are also considered a Wand for any prerequisite or effect that requires you to be a Wand.
  • Size. Your size is Medium. Draelish are taller and heavier than other humanoids, standing well over 6 feet tall and averaging over 250 pounds.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Drael and one other language that you and your DM agree is appropriate for your character, such as Regional (a catch-all term for the region's main language, also known as Common in 5e).

  • Core Affinity. You have resistance to the Fire damage type.
  • Affinity Attribute: Desolate Dweller. You have resistance to the Cold damage type. You are also naturally acclimated to high altitudes, including elevations above 20,000 feet.
  • Subspecies Morphology. Choose one trait listed below to represent a Sun Affinity's adaptation to harsh climates that contain deserts, mountains, or arctic wastelands.
  • 1. Arctic Tundra. You only need to consume half of a ration in order to be fed for one day. You can also tolerate temperatures as low as −100 degrees Fahrenheit, and difficult terrain caused by snow and ice doesn't slow your movement and can't cause you to fall prone.
  • 2. Desert Wastes. You only need to consume half of a ration in order to be fed for one day. You can also withstand temperatures as hot as 200 degrees Fahrenheit, and difficult terrain caused by sand and hot surfaces doesn't slow your movement.
  • Descendant of Terrible Might. Draelish possess ancient power, bending the world subconsciously to their will. You gain a bonus equal to half your proficiency bonus rounded down to one Saving Throw of your choice (choose which one when you select this template).
  • Essence Channeler. Draelish have many powerful abilities locked inside themselves, unlocking them through intense training and strong resolution. You can cast the Guiding Bolt spell with this trait. Starting at 3rd level, you can cast the Scorching Ray spell with this trait. Starting at 5th level, you can also cast the Blinding Smite spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this template).
  • Curse of the Shr'keldar. You have disadvantage on saving throws against being charmed by Dragons.
 

Roleplay Traits

  Below are additional traits called Talents and Restrictions that players and GMs can use when playing as a Draelish or Wildling or planning out an encounter. Designed to be more roleplay-centric in order to inspire the use of lore, players and GMs are encouraged to go beyond these traits when playing by using their knowledge of the world for problem solving. When playing as a Draelish, you must choose at least one Restriction of your choice. You can also pick up two Talents of your choice for each additional Resitriction you pick up beyond the initial one (For those who have played GURPS 4e and are familiar with Advantages and Disadvantages, this has been designed with that in mind).     Restriction: Bulky
  • You have a harder time squeezing into smaller spaces (the Squeezing rules can be found in the PHB, page 192). You must spend 4 extra feet for every foot when moving inside a space that requires you to squeeze. If you are wearing heavy armor, you fail to move into the space unless your GM has you make an ability check or saving throw (the GM determines the DC).
Restriction: Hardline Traditionalist
  • You have an innate resistance to change, especially when it comes to innovating technology or moving away from old customs. You have disadvantage on any ability check that involves understanding new forms of magic, tinkering with advanced machinery, or when convincing another Draelish to change or completely disregard a long-held tradition or way of life.
Restriction: High Metabolism
  • Though you are naturally good at regulating your body temperature and can run with an extra burst of speed, you are not as efficient when traveling over a long period of time. You have -1 Stamina Points but when you dash, you can move an extra 10 feet.
Restriction: Intrinsic Opposition
  • If you are a Kasniska/Sankara and are in relative proximity to a Sankara/Kasniska, make a DC 10 Wisdom saving throw. On a failure, you feel compelled to either disregard them completely, act haughty or spitefully, or become angry.
Restriction: Intraspecies Dependency
  • You gain disadvantage on all Charisma saving throws when you haven’t been around another Draelish or clan in more than a month. If you roll a critical failure on any Charisma saving throw while the Restriction is active, you immediately gain this Long-Term Madness for the next 1d10 hours: "The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins, especially in regards to a familiar activity." If you are without contact with another Draelish or clan for over a year, it is considered Indefinite Madness unless cured.
Restriction: Unusual Physique
  • Due to your unconventional form (such as having additional appendages, a tail, or wings), armor costs and weighs 1.5x more than normal when made to fit you. Armor already made to fit a standard-sized humanoid must be resized to fit you, costing 0.5x its base value to adjust it to your physique.

Talent: Carnivorous Stomach
  • You can eat cuisine that others may find unappetizing or difficult to stomach, including bugs and raw meat (but not rancid). [Draelish have no qualms about eating the flesh of other creatures, though it is generally frowned upon to eat the flesh of a sentient, especially that of another Draelish. Typical Draelish meals include spicy curry, savory snacks such as salted bugs, or pungent, meaty stew.]
Talent: Duma's Law
  • Essence fills you, protecting you from the Wilds and its interference with your Aspects. You experience no innate consequences for journeying through or living in the Wilds, but can still be affected by its Surges. [It is notoriously difficult for Hearts to travel across vast stretches of land or sea without encountering adverse effects, with most travel between the Northern and Southern Continent being nigh impossible because of it. Draelish, on the other hand, have far less difficulty.]
Talent: Lifeblood
  • You can detect the direction of any area infused with Essence within 6 miles of you, and you can identify the potency (if it is a Spring, Pool, or Hotspot) when you are within 3 miles of it. If you are a Draelish, you only need 6 hours of sleep in order to gain the benefits of a long rest when you are within this area and a clan is not already present.
Talent: Low-Frequency Detection
  • You have advantage on Wisdom (Perception) checks that rely on hearing if you are trying to detect the distance and/or direction of a large seismic activity such as an earthquake, volcano, tsunami, large thunderstorm, an approaching army, a roaring waterfall, or other sources that emit infrasound.
Talent: Relentless Spirit
  • If you would take Exhaustion due to a spell, a magical effect, or natural circumstances, you can choose to make a DC 15 Constitution saving throw with advantage. If you pass, you do not take a level of exhaustion, regardless of the initial effect or natural circumstance. Once you use this ability, you cannot do so again until you finish a long rest.
Talent: Rudimentary Tools
  • If you have natural weapons, such as a beak, fangs, talons, or claws, you can use them as makeshift tools, such as when digging or carving. You gain half proficiency when making an Ability Check when using your natural weapons if it makes sense to use them in the scenario provided.
Rathkran by Sam Santala
  • Eye Color: Rutile Quartz
  • Scale Color Scheme: Yellow (Kasniska) or Gold Ore (Sankara)
  • Essence Channeled: Sun (Volatile form: Heat)
Click here to return to the Draelish Ancestry page.
Spells with an asterisk (*) next to them come from KibblesTasty's Casting Compendium, which is found here.  

Het Spell Theme

If you are playing as a Het Draelish spellcaster (Drael: "Duumarle") and would like to theme your spells after your Affinity (or see what would most likely be their in-universe essence expressions in 5e), the following spells would act as forms of channeled Sun Essence:   Cantrips:
  • Sacred Flame
1st-Level Spells:
  • Absorb Elements
  • Elemental Orb*
  • Guiding Bolt
2nd-Level Spells:
  • Branding Smite
  • Moonbeam
  • Scorching Ray
3rd-Level Spells:
  • Blinding Smite
  • Daylight
  • Elemental Weapon
4th-Level Spells:
  • Elemental Bane
  • Sickening Radiance
5th-Level Spells:
  • Dawn
  • Flame Strike
  • Field of Stars*
  • Wall of Light
6th-Level Spells:
  • Sunbeam
7th-Level Spells:
  • Crown of Stars
8th-Level Spells:
  • Sunburst
9th-Level Spells:
  • Supernova*

Cover image: Falindrith by Sam Santala

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