D&D 5e and Pathfinder Race: Viera


Viera


D&D 5e

Ability score increase: Your Dexterity score increases by 2.

Age: Viera grow to physical mental maturity at approximately at 15 years of age. They live slightly longer than humans, to a little over 100 years old.

Alignment: At their heart, Viera lean toward a neutral alignment. Ferali Viera lean toward more chaotic alignments, while Sagela lean toward lawful.

Size: Viera range from 6 to 7 feet tall and have slim, lanky builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Claws: A viera's fingers extend to long, sharp claws. You may make an attack action with their claws that deal 1d4 slashing damage.

Mist Frenzy: While in fog or mist, viera gain advantage on weapon attack rolls, or do not have disadvantage if they cannot see.

Natural strength: You gain proficiency in one of athletics or acrobatics checks.

Languages: You can speak, read, and write Common and sylvan. Sylvan is fluid, with subtle intonations and intricate grammar. Vieran literature is quite varied based on their society, but Feralin literature is rare and uncommonly known due to their isolated nature.


Divea Viera



These Viera are traditional to the religions of the old and new ways. Many of these Viera are devoted to charity work or temple life, and can be isolated or live out in the world in a constant life of pilgrimage.

Ability score improvement: Your charisma or wisdom score increases by 1.

Mindful: You gain resistance to the charmed condition.

Devoted: You may learn one cleric cantrip of your choice.

Pathfinder: You gain proficiency in one of history, religion, or survival checks.



Feralin Viera



These Viera are traditional to the old ways, living in tribalistic societies and staying within nature's grasp. While they can integrate with society, they typically prefer to stay out of modern cities.

Ability score improvement: Your Constitution or wisdom score increases by 1.

Enduring: You gain resistance to poison damage and the poisoned condition.

Nature magic: You may learn one druid cantrip of your choice.

Nature's speech: You may speak with animals, as if affected by the speak with animals spell.


Sagela Veira



These Viera are fully integrated into society, most are found in magic schools as scholars, or as feared duelists within arenas or guilds.

Ability score improvement: Your Intelligence score increases by 1.

Realistic: You gain resistance to illusion effects.

Scholarly knowledge: You may learn one priest(ess) or wizard cantrip of your choice.

Integrated into society: You gain proficiency in one of persuasion or insight.




Pathfinder

Age:                    20 years +2d6 (intuitive)         +4d6 (self-taught)            +6d6 (trained)
Age categories: 130 years (middle-aged)            190 years (old)            250 years (venerable)
Maximum age:       250 + 2d% years

Height:                                                 Weight:
Male:                    5’0” + 2d8            Male:  105 + 3x height modifier
Female:                5’0” + 1d20         Female: 90 lbs + 3x height modifier



Pathfinder Racial traits

+2 dexterity, +2 charisma, -2 constitution: Viera are agile and attractive, but frail.

Medium: Viera do not suffer penalties due to their size.

Normal Speed: Viera have a base speed of 30 feet.

Darkvision: Viera gain darkvision out to a range of 60 ft.

Claws: The Viera’s slender hands extend into sharp claws that each deal 1d4 points of damage.

Ears of the spirits: The viera’s ears grant them the ability to contact spirits of the past and present. They can use ancestral communion once per day as a spell-like ability.

Fleet-footed: Viera gain a +2 bonus on initiative checks, and gain run as a bonus feat.

Keen hunter: Viera have extremely keen senses and are gifted infiltrators, granting them a +2 bonus on perception and stealth checks.

Mist frenzy: Viera are sensitive to magical forms of mist, such as fog cloud, thick fog, or obscuring mist. While in mist, they enter a rage-like effect, gaining a +4 bonus to strength and constitution, +2 on will saves, a +2 competence bonus on strength checks, and a -2 penalty to their AC. During this frenzy, they don’t have a sense of friend or foe, attacking the nearest creatures at random. This rage effect lasts until they leave the mist or fog. Viera get a will save against this effect, with a DC equal to 10 + ½ their hit dice.   

Verdant soul: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

Languages: Viera begin play speaking Common and Viera. They may also choose from certain languages if they have a high intelligence score: Common, giant, infernal, celestial, sylvan, sylvari, zandali, elven, dwarven, goblin, orc, darnassian, taurahe.




Alternate racial traits

Assassin: Some Viera are born killers due to their ability to infiltrate and move unseen. These Viera gain the poison use ability, not needing to make checks to poison themselves, and gain a +1 bonus to the DC effects of poisons they apply, feint attempts, DC of death attacks, and once per day, they can roll twice and take the higher result on an attack against a target that is unaware of them. This replaces verdant soul and ears of the spirits.

Cornered fury: When the Viera is reduced to less than half their maximum hit points without a conscious ally within 30 ft., they get a +2 circumstance bonus to their armor class and attack rolls. This replaces fleet-footed.

Flair striker: Vieras are naturally deft with their blades and add flair to their strikes, granting them extra panache as a bonus feat as first level if they have a panache pool. This replaces verdant soul.

Gifted healer: Some Viera focus on healing and caring for others, separating from the devious or combative Viera. They get a +2 bonus on heal checks, and gain +1 to their effective level when removing a condition, using channel positive energy, or casting a spell or ability healing hit point damage. This replaces keen hunter and verdant soul.

Planar spiritualist: Some Viera, rather than connecting to the souls of the forest, connect to the planes. If the Viera is a summoner, their eidolon’s evolution pool naturally increases by 1. This replaces verdant soul.

Seducer: Some Viera use their alluring presence to their advantage. They add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, if they have a Wisdom score of 15 or higher, they may use charm person once per day as a spell-like ability with their level as caster level. This replaces ears of the spirits.

Spell sword: many Viera grow up in society being trained in swordplay, as well as the arcane and divine, to allow each to choose their path. Some stay between. These Viera gain a +2 bonus to concentration checks to cast defensively, and weapon focus for a weapon of their choice. This replaces keen hunter and verdant soul.

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