Terror of Tejet Template

Marionettists of minds that stand opposed to them and inhabiting areas of dangerous knowledge and ancient secrets, Draelish that channel Mind Essence are known by their Affinity name as Tejet. With tourmaline-colored eyes and pinkish/grey-yellow-green, black, and white scales, Tejet often channel their essence using rage, confusion, and fear.  

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 Wisdom ability score by 1 if you are Neyun (Female) or your Dexterity ability score by 1 if you are Deskan (Male).
  • 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 Draelik as your Native Language and you know one Trade Language that you and your DM agree is appropriate for your character. You also know Ketalik, which counts as an Ancestral Language for you (Click here to see a breakdown of the different languages encountered throughout Olum).

  • Core Affinity. You have resistance to the Psychic damage type.
  • Affinity Attribute: Mental Defenses. You have advantage on saving throws against being Charmed or Frightened.
  • Subspecies Morphology. Choose one trait listed below to represent a Mind Affinity's ability to sift a creature's mind for an advantage.
  • 1. Whispering Thoughts. You can use telepathy to convey your thoughts and messages back and forth with a creature. You have the magical ability to transmit your thoughts mentally to creatures within 60 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 60 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
  • 2. Mind Drinker. Upon finishing a long rest, you gain proficiency with one skill, weapon, or tool that you observed an ally use within the previous day. You retain proficiency with them until you finish your next long rest. If no ally used a skill, weapon, or tool prior to you taking a long rest, you lose the ability to choose one at that time until you see an ally do so, whereby you can then adopt it in that instant.
  • 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 Dissonant Whispers spell with this trait. Starting at 3rd level, you can cast the Crown of Madness spell with this trait. Starting at 5th level, you can also cast the Fear spell with it, without requiring a material component. 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. Constitution is your spellcasting ability for these spells when you cast them with this trait.
  • Curse of the Shr'keldar. You have disadvantage on saving throws against being charmed or frightened by Greater Wands.
 

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 two Restrictions of your choice. You can also pick up two Talents of your choice for each additional Restriction you pick up beyond the initial two (For those who have played GURPS 4e and are familiar with Advantages and Disadvantages, this has been designed with that in mind).     Restriction: Bloodlust
  • If you are surrounded by enemies while in combat and no other ally is within 90 feet of you, roll a DC 10 Wisdom saving throw. On a failure, your mind becomes tunnel-visioned, causing you to forget all other priorities and instead solely focus on eliminating all enemies around you. This effect ends if all enemies are defeated. Alternativly, someone can shake you out of this condition by using an action. When they do so, you make the Wisdom saving throw again with advantage, ending it on a success.
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). You have advantage on Constitution saving throws made to stomach unsavory meals or poisoned foods and drinks. [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. If there is at least one Draelish in the party, the first Wild Surge accrual is skipped, and if the entire party is composed of Draelish, Wild Surges take twice as long to accrual. [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 4 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: Low-Light Vision
  • Your eyes absorb light better than other creatures, allowing you to see in dim light or near but not total darkness. If there is a source of light emitting at least 5 feet of bright light nearby (within the same room, battle map, or general area) that you have direct line of sight to, even if it is dark within your immediate area, you can see normally out to a range of 30 feet. This vision doesn't penetrate magical darkness.
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 short or 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.
Bharash Shestendeliat'h by Sam Santala
  • Eye Color: Tourmaline
  • Scale Color Scheme: Pink (Kasniska) or Silver Ore (Sankara)
  • Essence Channeled: Mind (Volatile form: Temper)
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.  

Tejet Spell Theme

If you are playing as a Tejet 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 Mind Essence:   Cantrips:
  • Illusionary Dart*
  • Mind Sliver
  • Vicious Mockery
1st-Level Spells:
  • Befuddling Curse*
  • Cause Fear
  • Charm Person
  • Dissonant Whispers
  • Illusory Pit*
  • Induce Headache*
  • Tasha's Hideous Laughter
  • Wrathful Smite
2nd-Level Spells:
  • Calm Emotions
  • Crown of Madness
  • Disorient*
  • Enthrall
  • Mind Spike
  • Phantasmal Force
  • Suggestion
  • Tasha's Mind Whip
3rd-Level Spells:
  • Antagonize
  • Enemies Abound
  • Fear
  • Hypnotic Pattern
  • Illusionary Fireball*
  • Incite Greed
  • Mounting Paranoia*
4th-Level Spells:
  • Compulsion
  • Confusion
  • Charm Monster
  • Dominate Beast
  • Phantasmal Killer
  • Raulothim's Psychic Lance
  • Staggering Smite
5th-Level Spells:
  • Dream
  • Dominate Person
  • Modify Memory
  • Sudden Hazards*
  • Synaptic Static
6th-Level Spells:
  • Eyebite
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
7th-Level Spells:
  • Power Word: Pain
8th-Level Spells:
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness
  • Power Word: Stun
9th-Level Spells:
  • Psychic Scream
  • Weird


Cover image: Falindrith by Sam Santala

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