Race Template: Underworlder

The magic of the Undertethys is a mystery to this day. Many speak of it like a world between world, a passage to a hidden Titan garden. Others speak that once the Titans died, their blood spilled into the earth and it cracked, forming the tunnels, caves and corridors that are so deep underground. Others speak of an ancient curse made by the Sunlord during the First Age, The Titan War. Whatever the reason is, many races sought refuge here in attempts to hide from prosecution or continue their schemes. The most notable are the Drow/Dark, who escaped the wrath of their gods when the Assassin, daughter of Savioress and Wise One betrayed the latter. Thus, her followers, which were almost all the Drow on the surface went with their goddess. The second most notable are the Duergar, who escaped the great change happening with their race during the Second Age, Godswar. They were able to avoid the gaze of their patron gods by being very deep underground. The third most notable race are the Svirfneblin as they were an experiment of the Devils during the Second Age, Godswar. Many of them escaped their masters by going underground but once the world shattered, they were trapped in Undertethys for centuries. While these races are notable and associated with their connection to Undertethys, many other races also might adapt (and receive a curse) to the dark tunnels. It isn't specified for how long but generations must pass for such a change to occur. The first children changed by Undertethys adapt to the darkness while fearing the light more than before. It is possible to "lose" this trait in a species but it can't be reverted with anything else than a Wish, otherwise, such a race must go back to the surface and many generations must pass before they lose the benefits and hindrances.

Race Template: Underworlder

Ability Score Increase Same as Base Race
Size Medium
Speed Same as Base Race

Base. Choose any race, permitted by the GM. That race gains features from below. Some races have additional features due to their connection to Undertethys.   Sunlight Sensitivity. You have a disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   A Life Underground. You do not gain a disadvantage on Wisdom (Survival) checks in Undertethys to find shelter, a safe place or a route to your destination. Also, you do not gain a disadvantage to Wisdom (Perception) checks whenever traveling at a fast pace in Undertethys.   Darkvision. 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. If your base race already had the Darkvision feature, they instead gain the Superior Darkvision feature.   Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. This replaces your racial Darkvision feature.   Languages. Same as Base Race.   Drow Unique Features   Ancient Nobility. You have advantage on saving throws against spells and other magical effects.   Duergar Unique Features   Duergar Psionics. When you reach 3rd level, you can cast the Mage Hand cantrip once with this trait. This creates an almost invisible line of magic between you and your "hand." You regain this ability when you finish a long rest.   Svirfneblin Unique Features   Svirfneblin Magic. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.

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