Races of Niar'vyn in The Ilastrian | World Anvil
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Races of Niar'vyn

Humans of Niar'vyn

Human characters on Niar'vyn have the following traits.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice.
Ancestry. Choose one of the following ancestries for your character.

Cyrlys

The Cyrlys are the most well-rounded people on Niar'vyn.
Ability Score Increase. Your ability scores each increase by 1.

Dyeri

Countless generations of hardship and toil have honed the Dyeri making them self-reliant, pragmatic, and plainspoken.
Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
Resilient. You have proficiency in the Survival skill.
Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Mixed-Ancestry

Over time, human cultures have intermingled creating a more homogenous race.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skill Versatility. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.

Verdur

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Size. Verdur are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.
Natural Athlete. You have proficiency in the Athletics skill.
Verdur Resilience. You have proficiency in Strength saving throws.
Icehaven Born. You have resistance to cold damage.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Aev

The Aev are descended from birds that evolved sentience. They originate exclusively from the aeryes of Aevlyn and are known for their ability to navigate the winds. As a consequence of their evolution, the Aev have lost their ability to fly.
Aev characters on Niar'vyn have the following traits.
Age. Aev reach adulthood in their late teens and live for over 180 years.
Size. Aev are somewhat short and light, from just over 4 feet to around 5 feet tall and weighing no more than 120 lbs. Your size is Medium. Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Aevian, Common, and one extra language of your choice.
Navigator. You are proficient with Navigator's tools.
Talons. Your sharp talons are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ancestry. Choose one of the following ancestries for your character (there are more Aev clans, but these are the most common).

Crane

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Hawkeyed. You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
Silver-Tongued. You have proficiency in the Persuasion skill.
Quickness. Your base walking speed is increased to 35 feet. Crane Weapon Training. You have proficiency with the long sword and long bow.

Owl

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. 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.
Lore of the Sky. You gain proficiency in History and Nature.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Raven

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Ambusher. You have advantage on attack rolls against any creature you have surprised.
Mimicry. You can mimic any sounds you have heard, including voices. This talent extends to handwriting. A creature that hears your sounds can tell they are imitations with a successful Wisdom (Insight) check, and a creature that sees your forgery can tell it is a forgery with a successful Intelligence (Investigation) check. The DCs of these checks are each equal to 8 + your Charisma modifier + your proficiency bonus.
Voice of Deceit. You have proficiency in the Deception skill.

Malazan

The Malazan are reptile-folk, descended from snakes, chameleons, and alligators.
Malazan characters on Niar'vyn have the following traits.
Age. Malazan reach adulthood in their late teens and live less than 60 years.
Size. Malazan are basically the same size as humans but depending on the sub-race can look taller because of their lithe forms. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Senses. You have proficiency with the Perception skill.
Languages. You can speak, read, and write Common, Malaz, and one language of your choice.
Ancestry. Choose one of the following ancestries for your character (there are more Malazan tribes, but these are the most common).

Naga

The more traditional serpentfolk, this tribe is descended from snakes.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Natural Weapons. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
Poison Immunity. You are immune to poison damage and can't be poisoned.
Poison Affinity. You gain proficiency with the poisoner’s kit.
Sneaky. You have proficiency in the Stealth skill.

Alok

The more traditional lizard man, this tribe is descended from alligators.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Natural Weapons. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for 15 minutes.
Swimming. You gain a swimming speed of 30.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Survivalist. You have proficiency in the Survival skill.

Caleon

This tribe of Malazan is descended from chameleons.
Ability Score Increase. Your Charisma score increases by 2, your Dexterity and Wisdom scores increase by 1.
Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. 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.
Camouflage. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Limber Body. You have a climbing speed of 25 feet.
Sneaky. You have proficiency in the Stealth skill.

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