Quatzels: "Spirit Warriors of the Jungle"

Ability score increase: Dex.+1, Con. +1 Racial Traits: Age: Mature at the same rate as Humans. Physical characteristics: The same as humans most of the time. Except during a time of their shifting. Individuals take on certain aspects of different animals based on their spiritual or tribal totem. Once a Makasi reaches 12 or 13 years of age they go on a vision quest, although they may delay it for whatever reason. This quest will show them their spiritual totem. If they do not recieve a vision they will take on the aspects of the animal of the tribal totem. Alignment: Any, but as a race: tend to Chaotic and/or Neutral Physical: Medium size. Height - Males: 5'5" to 7' Females: 5' to 6'. Hair - Usually dark black or dark brown Eyes - Usually black or brown Speed: Base walking speed is 30ft Language: Hanian or Quetzal. They also know common Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60ft 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 grey. Shifting Traits   Beasthide Description: As a Beasthide totem, you are especially tough and persistent in battle. Ability Score Increase: Your Constitution score increases by 1 during your shift. Shifting Feature: While shifting, you gain a +1 bonus to AC. Nimble Climber Description: Your climber heritage grants you the ability of a agile climber. Ability Score Increase: Your Dexterity score increases by 1 during your shift. Shifting Feature: While shifting, you gain a climb speed of 30 feet & advantage on all Athletic or Dexterity checks Longstrider Description: Longstride shifters are fleet and elusive. Ability Score Increase: Your Dexterity score increases by 1 during shifting. Shifting Feature: While shifting, you can use the Dash action as a bonus action. Flesh Ripper Description: As a Flesh Ripper shifter, you are a ferocious combatant. Ability Score Increase: Your Strength score increases by 1 during shifting. Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled if wanted. Razorclaw Description: As a razorclaw shifter, you make swift, slashing strikes in battle. Ability Score Increase: Your Dexterity score increases by 1 during shifting. Shifting Feature: While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage. Wildsense Description: Your wildsense heritage makes you a consummate tracker and survivor. Ability Score Increase: Your Wisdom score increases by 1 during shifting. Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws. Swift Glider Description: Swift glider heritage makes you able to glide while falling or leaping Ability Score Increase: Your Dexterity score increases by 1 during shifting. Shifting Feature: You gain a falling speed of 10ft a round & Horizontal Glide speed of 60ft a round. Gliding time 5 min. Bounding Tumbler Description: Bounder heritage makes you able to jump great hight & distance. Ability score increase: Strength or Dexterity increase by 1 during shifting. Shifting Feature: If you chose Strength you gain advantage on athletics (Str) or if Dexterity than advantage on acrobatics (Dex). You can leap 20ft distance or 10ft vertically upto 6 times a day when shifted. Dive Drifter Description: Dive drifter heritage allows you hold your breath & swiftly swim. Ability score increase: Strength or constitution increase by 1 during shifting. Shifting Feature: Based on which ability you choose you gain advantage on athletics (Str) checks or constitution saves. Diving - You can hold your breath for five rounds extra (5 mins) with no checks. At the end of the 5th round + your (Con) bonus submerged you must make a con checks with advantage. A success gives you three more rounds (3 mins). At the end of the third round make a check again at normal. if you fail any checks you must surface within two rounds (2 mins). If you don't surface within that time you must roll one more check at disadvantage a success allows you one more round only or you drown. If you fail you begin drowning. Swimming - You have normal speed in water Death Weaver Description: Weaver heritage allows you to create one of the following effects based on your totem: Poison, Spit, Webbing, or Constriction Ability score increase: Your constitution is increased by 1 during shifting. Shifting Feature: Only once per day can you take on a specific effect based on your totem. Lasts for one encounter or 10 mins. Cannot use again until you have taken a long rest. Weaver Effects: Poison - injection of poison by bite or sting causing 1d2+1d8 poison initial damage. Half damage if they save on initial attack. Additional 1d8 poison damage per round until saved. Spit - You can spit acid. You must make an attack roll. On a successful hit you do 1d8 damage and they are blinded for 2 rounds, The creature must save vs dex. If they succeed they take half and are only blinded for one round. On a fail they are blinded for two rounds and take an additional 1d6 every round until they save. Constriction - Roll to attack. If creature saves vs dex no affect, If it fails its save it is an automatic grapple. Each round after grappled they must make a strength check to break free. After two fails they have disadvantage on all remaining checks. On the fifth round they must make a constitution check with disadvantage or passout. Damage after grappled is 1d4 first round, 2d4 second round, 2d4 third round, 2d6 fourth round , 2d6 fifth round . Effect lasts only 5 rounds after grappled Webbing - You can create 10 cubic feet of webbing. If touched save vs dex, fail you are grappled strength check to free but half move for same amount of rounds grappled. If grappled for 5 rounds you are completely held & prone   Culture: Description: (children of the Quatz or Great Winged Bird)                         Psychological:                         Daily life:                         Relations:                         Lands:             Religion:                         Names: Tribe names:             Reason to Adventure: Society & Culture:             Arts & Crafts:             Magic & Technology:             Tribal Structure:             Power Struggles:             Government:                         Description: Laws & Justice:             Religion:             History & Folklore: Environment: Climate/Region: Cities: Capitol: Important People: Quah {Meaning – Eagle}, Ocelot {Meaning – Jaguar}, A yotl { Meaning – Turtle}, Mazatl {Meaning – Deer} Kalak {Meaning -- Large Fox}, Cipactli {Meaning -- Caiman}, Coatl {Meaning -- Snake}, Ozomahtli {Meaning-- monkey} Important Groups:             Agenda:             Structure:             Symbol:             Membership:             Benefits:             Relations outside of group:             Role-playing Application:                         Class:

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