BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dyrt

The dryt are a largely social plant-people, with more-than-adequate natural adaptations that form the divides in their species. Overall, their visible body structure is similar to most humanoids, which varies depending on their sub-race. Beyond their chlorophyll-colored skin, the most differentiating features are found at each dryt's head. To start off, they have wholly black, almost vapid eyes, which constantly seem to stare directly at you. Dryt have small flowers, differing in color from dryt to dryt, which give off a fragrant smell at certain times of the year.   Dryt have a fundamentally different internal anatomy compared to that of humans, or most humanoids. They do not possess lungs, instead relying on oxygen and other vital gasses to diffuse in and out through their skin. This has the knock-on effect of having a single-circulatory system, meaning the blood only goes through their heart once per full cycle of the body. Also, instead of having hormonal glands at one designated point in their body, dryt have hormonal glands all around their body, especially adrenaline and anesthesia, however, the bahst subspecies is said to be able to use this to regenerate at a rapid rate at the cost of their future natural regenerative ability.   The sensory capabilities of the dryt are unusually high for a race, especially one that is plant-based. All dryt are known to be able to convey messages chemically. Thoughts, feelings and messages can all travel via chemicals displaced on the wind from the flowers on dryt's body.   The Ambren function as the ambassadors of the dryt, being the most charismatic. They have softer features, and often have flowers on thier heads. Though they do not have any direct natural weapons, they do possess a greater psionic ability to 'read' and disrupt others minds. They also speak the most formally and politely. In the language of the dryt, 'ambren' means 'social'.   The Bahst are the perfect bodyguards. When protecting their friends, they have absolutely no sense of self and are capable of being exactly where they need to be. Their muscles are much more efficient than others in both strength and speed. Their natural weaponry is dangerous in close quarters. They possess retractable blades of durable bone, which extend just before their wrist and remain along their arm to minimise accidental damages. In the blink of an eye, these blades can be rotated to face forwards through spontaneous, painless severing and regeneration of their muscles. They also possess an equally as impressive regenerative ability that allows them to quickly close wounds and injuries in the heat of battle at a cost of longer natural regeneration. In the language of the dryt, 'bahst' means 'bastion'.   The Coares are the wise strategists of the dryt. They have a vast mind and often obsess over deciphering or improving technology for weeks at a time, and even repair objects for equal lengths of time. Beyond this, they are known for the speed at which they process information, moving quickly and without a moment's hesitation even in the tensest situations. Naturally, coares assume the role of commander in most cases. They possess knowledge on most subjects and are a quick study of their opponents. Anatomicly, they have developed sharp claws to always have a weapon at the tips of thier fingers . In the language of the dryt, 'coares' simultaneously stands for 'correct' and 'intrigue'.   The Droi are the working class of dryt. They are the ones who do the heavy lifting and because of this, they have well-developed bodies with strong muscles. They are generally a head taller than their kin, standing at almost 7 feet sometimes. Just beneath their skin lies a durable natural plating that protects their internal organs, similar to the natural weapons the bahst have, which double up as support for lifting, and armor against blows. In the language of the dryt, 'droi' means 'strength'.  

History within Uni

The Dyrt traveled to Uni when the world was young from a nearby Plane. They established the city of Tropa and still live there to this day. After many years in uni the dyrt saw a physiological change in their offsprigs.  

Thousand Year War

At the beginning of the thousand year war a movement began within the community. Some felt they had lost something once held by their people in their home plane. So, a sect of dyrt broke away from Tropa to return home. Never heard from again.  

Mutation sickness

When the Mutation Sickness began to spread throughout the land a mythical Hedge doctor named Dr. Newbud came to Tropa. She helped protect the city by shrouding it in magic that hid it from the world. After this she left, just as mysteriously as she came.  

Forerunners law

The Dryt kept their society hidden, while observing the world change throughout the centuries. Always hidden just within the leaves but writing notes for their Grand Library of Tropa.  

Time Plane Rupture

The Dryt found peace when the Planes became more accessible to them. It has long been debated in Dyrt society whether to seek out the lost tribe. However, no one has ever been sent to find them.    

Dyrt traits

Plant based creatures that possess psionic abilities and a rich culture.  Your Intelligence score increases by 2.   Age  Dryt mature after about 14 years, and live to about a 1200 years.   Alignment  Dryt are usually good-natured and seek understanding morally. They are almost always lawful good, though some stray towards chaos, and, incomprehensibly rarely, turn evil.   Size Dryt 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.   Plant Your creature type is considered to be both humanoid and plant, however, you are vulnerable to fire damage.   Photosynthesis  You can photosynthesise for nutrition. While in bright sunlight, you do not need to eat. You are considered 'full' after a short rest while in an area of bright sunlight, and every hour after that provides an extra hour without needing food when out of direct sunlight up to a day. Dim sunlight requires a long rest and as such requires it to be twice as long for these effects to occur. Other light sources will only give the benefits of dim sunlight and must be bright non-magical light.   Psychic Ability  You have an innate telepathic ability that allows you to communicate with creatures within 60 feet of you. As an action, you can exert an aura of a particular emotion on all creatures within range forcing them to make a Charisma saving throw with a save DC equal to 10 + your proficiency bonus + your Intelligence modifier; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, you can calm, heighten or tweak its current emotional state and you can focus this sensation on either allies or enemies. For example, you may calm a creatures irritation towards you, heighten their indifference towards something or tweak their currently uncooperative attitude to a more cooperative attitude. You are only able to effect a creatures emotions within one stage of another as such you can't make an angry creature affectionate towards you but you can calm their anger to some extent, though this is largely up to the DM. Telepathic creatures and creatures with resistance to psychic damage have advantage on this save and creatures with immunity to psychic damage are immune as well as those that are immune to being charmed. Resets on long rest.   languages You can read, write and speak star-Common and Slyvari. Slyvari is a rough language of harsh tones and clicks, its writtings look much like a strange mix between the Dwarvish and Elvish scripts that leans towards the Slyvan and Primordial languages.  

Subrace


Choose one from Ambren, Bahst, Coare or Droi.  

Ambren Dyrt

Ability Score Increase. Your Charisma score increases by 1.   Natural diplomat Of all sub-species of Dyrt, Ambren are particularly good in the art of diplomacy and social encounters. You have proficiency in the Persuasion skill and when you engage in acts of diplomacy you add double your proficiency bonus when rolling Persuasion checks to do so.   Mental tell While a creature is within range an Ambren's Psychic Ability trait, they can passively monitor them for any mental errant. Ambren have advantage on insight checks to know if someone is lying.   Scramble Once per short or long rest, Ambren can let out a psionic wave, heavily disrupting effected creature's brain waves as an action. Every creature within a 15-foot-cone must make a intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a successful roll, affected targets continue on as normal. On a failed save, the affected creatures feel an agonizing mental pain and have disadvantage on attack rolls. This effect lasts for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bahst Dryt


Ability Score Increase. Your Constitution score increases by 1.   Bone Blades. You have a set of durable, retractable blades attached just behind your wrist. You are considered proficient when you use them and each blade deals 1d6 slashing damage. These weapons can be dual wielded and have the finesse and light property.   Regenerative Tissue. You have the innate ability to rapidly regenerate damaged tissue at the cost of your natural regeneration. On your turn you can spend hit die as a bonus action, regaining hit points. In addition, during a short rest, if you spend hit die while in an area of bright sunlight, you regain extra hit points equal to you proficiency bonus per hit die spent.

Coare Dyrt


Ability Score Increase. Your Wisdom score increases by 1.   Vast Mind. Your mind is sharper and better at recalling information than other Dryt. When you make a Intelligence check for which you aren't proficient in you add half your proficiency bonus on to the roll, rounded down.   Strategist. During combat as you can make a Insight check against your opponent contested by their Deception check to gain insights into their defenses and potential weaknesses. If you pass you may gain knowledge of any damage vulnerability, resistances, immunities as well as any conditional immunities or traits the target has, up to the DM's discretion. You regain use of this trait after a long rest.   Claws. You have sharper claws than most other Dryt. Your unarmed strike attacks deal 1d4 slashing damage and you are considered proficient in unarmed strikes.

Droi Dyrt


Ability Score Increase. Your Strength score increases by 1.   Natural Athlete. You are a natural athlete and are proficient in the Athletics. In addition, you count as one size larger for the purposes of determining your push, pull, lift and carrying capacity.
  Working Talent. You gain proficiency in one tool of your choice.   Bone Plates. Under your skin is a durable plate of bone. When unarmored, your Armor Class is equal to 12 + your Dexterity modifier.

Comments

Please Login in order to comment!