Skyra : Creatures : Humanoids

==Humanoids==
----Humanoids are creatures. This page includes player races. 
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|-|None= 
|-|Dragonborn= 
== Dragonborn ==
Green Dragons & dragonborn have acid breath weapons
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|-|Dwarves= 
== Dwarves ==
Made large structures of stone within the islands, as the islands break away so does their work. It ends up down in the upperdark where drow, duregar and deep gnomes use the ruins as their home. Dwarves see stone as a cycle, as if the stones themselves were alive. The more effort put into forging a piece out of metal and ores, the more respect one may garner as a craftsmen and from a dwarf. There are rumors however of an ancient true obsidian dragon living within skyras central island. Known to few as the old iron king that the dwarves sometimes seek out for advice on new ancient magic constructs and the like.
However dwarves worship no god, they only take paladin oaths based upon their own belief of themselves and they never pray nor ask for a deities help. As such there are no dwarven clerics, nor voodoo-mancers or warlocks amongst the dwarves. They believe they need no god, no foreign help, as their own willpower will eventually wear away any obstacle. Just like the islands of skyra. They are the proudest and most stubborn race there is.
Instead of taking a subclass a dwarvern cleric, voodoo-mancer or warlock can take a fighter, barbarian, ranger, or blood hunter subclass that works without that classes features. EG: battle master. Gaining their abilities at appropriate levels.
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|-|Eladrin= 
== Eladrin ==
Eladrin are elves who undergo a profound metamorphosis by absorbing the intrinsic wild magic of magic fields, elevating them from mundane fey to the distinguished status of Eladrin. Organized into tribes, they manage to maintain the distinct traits of these magic fields, while communal wisdom and abilities are disseminated through a sacred rite known as the "Passing of Arcanamancy," performed collectively by all Eladrin.
Eladrin are a secretive race with many hidden rituals and rites amongst their people that they do not share with outsiders. The Eladrin are split into 4 different tribes. These tribes are known as the Negua, Sute, Izah and Irea tribes. Each tribe has their own internal politics and affairs.
=== The Tribeless ===
The Eladrin rarely stray from their tribes but when they do they often no longer take up just one of the Eladrin forms but multiple. An Eladrin may leave their tribe for many reasons, a disagreement with their general politics, their way of life or something else entirely. But when they do, getting accepted into a new tribe often requires them to complete a ritual of some kind and for them to adopt the form of that tribe for the time they live there. The ritual is different for all tribes but encompasses that tribes core values, something the tribeless Eladrin must learn quickly if they wish to stay. Eladrin will treat outsiders from their tribe with a general suspicion but once one becomes apart of that clan, they will be treated as a clan member. 
=== The Forgotten Tribe ===
A long time ago there was another tribe of the Eladrin, but they and their god were cast out from the core four tribes (and the god from the Eladrin pantheon) for their different way of life, instead seeing the darkness as their home. Thus they have lost the ability to change their forms and they now live in solitude, worshipping the darkness and living in the shadows. As such this tribe has become mostly lost to history, with only murals and the occasional vague story from Eladrin Priests to carry the history along. Sometimes when a tribe member breaks the ways of the Eladrin they can be cast out of the society as a whole, losing all their Eladrin abilities. But soon those from the shadows will seek that Eladrin out to grant them the comfort of the shadows. Eladrin who are cast out in this way are no longer know as Eladrin, but as Shadar-kai. 
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== The Tribe of Negua ==
Enveloped by the eternal chill of snow-laden vistas, the Negua Tribe holds dominion over the frozen expanse with an ethos deeply rooted in freedom and teamwork. Their name echoes through the icy winds, symbolizing both their resilience and their affinity for the winter's embrace.
Despite their affinity for freedom, the Negua Tribe often presents a frosty exterior to outsiders, their demeanor distant and reserved. Unyielding and unbending, they are known for their stoicism and reluctance to entertain foreign influences, preferring to remain steadfast in their ways.
Within their tightly-knit community, however, the Negua Tribe thrives on unity and cooperation. Their military prowess is formidable, forged through disciplined training and unwavering loyalty to one another. Each member of the tribe plays a vital role, working in harmony to safeguard their way of life amidst the icy tundra.
Rooted in tradition and bound by shared heritage, the Negua Tribe can be slow to embrace change, clinging tightly to their customs and beliefs. Yet, this steadfastness serves as a bulwark against the harsh realities of their environment, providing stability and continuity in the face of adversity.
However, beneath the frosty facade lies a simmering tension with their neighbors, the Sute Tribe. The fiery warriors of the Sute Tribe, driven by a competitive spirit and a relentless pursuit of strength, stand in stark contrast to the cool demeanor of the Negua. The two tribes clash frequently, their opposing ideologies fueling longstanding animosities that simmer beneath the surface.
In times of strife, the Negua Tribe stands resolute, their unity a beacon of strength amidst the frozen wastes. Though their demeanor may be cold to outsiders, their commitment to freedom and solidarity within their tribe is unwavering, earning them respect from all the other Eladrin tribes, even begrudgingly in the case of the Sute.
=== God of the Negua: ===
The Negua worship the God of Unyielding Will, La'shi. 
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=== The Tribe of Sute ===
High atop the wind-swept mesas of the sun-scorched desert, the Sute Tribe commands respect as the epitome of strength and valor. In this unforgiving landscape where the sun beats relentlessly upon the golden sands, the Sute warriors thrive, embodying the essence of martial prowess and unyielding determination.
Forged in the crucible of their harsh environment, the Sute Tribe holds dear to their hearts the value of individual strength and prowess. They are a fiercely competitive war tribe, their spirits ablaze with the fire of battle. To retreat from a fight is to risk dishonor, an unfathomable concept for these proud warriors who would sooner face death than suffer the stain of cowardice.
Amidst the swirling sands and shimmering heat, the Sute Tribe harnesses the power of magic to enhance their martial abilities, weaving elemental fury into their strikes with unparalleled skill. Though they are skilled in the use of a variety of melee weapons, their true mastery lies in their ability to imbue each strike with the scorching flames of their desert home.
Structured around a strict code of honor and discipline, the society of the Sute Tribe is one of unwavering loyalty and camaraderie. Each warrior strives for mastery over their chosen craft, pushing themselves to the limits of their abilities in pursuit of glory and renown.
Despite their fierce demeanor, the Sute Tribe is not without compassion. They hold a deep respect for those who prove themselves worthy adversaries, and they are known to show kindness to allies who earn their trust and respect.
The Sute worship the God of Memories and Fire, Ellora.
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=== The tribe of Irea ===
Tribe of air
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=== The Tribe of Izah ===
Amidst the vast expanse of untamed wilderness, the Izah Tribe roams freely, embodying the essence of freedom and harmony with nature. Their name echoes through the winds, symbolizing their nomadic lifestyle and deep-rooted connection to the natural world.
Wanderers by nature, the Izah Tribe shuns the trappings of settled life, embracing the open road as their home. They traverse the ever-changing landscape with an innate sense of wanderlust, setting up temporary campsites beneath the open sky. Through their nomadic existence, they forge profound bonds with the land and its inhabitants, guided by the rhythms of the seasons and the whispers of the wind.
In a world consumed by material desires, the Izah Tribe holds true to the values of simplicity and self-sufficiency. They eschew excess and extravagance, carrying only what is necessary for their journey and living in harmony with the natural world. Their minimalist ethos fosters a sense of mindfulness and communal cooperation, nurturing a deep sense of camaraderie among tribe members.
Unlike their counterparts who seek to conquer and dominate the land, the Izah Tribe leaves little mark upon the landscape. Their settlements are few and far between, serving as temporary hubs for trade and cultural exchange. These modest encampments blend seamlessly with the natural surroundings, embodying the tribe's commitment to sustainable living and environmental stewardship.
Amidst the chaos and conflict that grips the wider world, the Izah Tribe remains steadfast in their pursuit of inner peace and spiritual fulfillment. They regard the Anti-Magic War with indifference, preferring to focus on their own existential journey. While they may encounter the fallout of the conflict during their travels, they choose to remain neutral, prioritizing the well-being of their community above all else.
In essence, the Izah Tribe embodies a harmonious fusion of freedom, simplicity, and reverence for the natural world. Their nomadic lifestyle and minimalist ethos offer a refreshing alternative to the tumultuous forces of war and conquest, inspiring others to embrace a life rooted in connection, balance, and spiritual enlightenment.
The Izah worship the God of Wanderers and the land, Braillan.
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== Notable Events between the tribes: ==
=== The Blood-fire wars : 004522.160 - 004528.160 SC ===
"It was the day blood stained the ice and flames engulfed the horizon, heralding the cataclysm that consumed our world."A bitter conflict erupted between the Sute and Negua tribes, plunging their lands into turmoil. The animosity between the two tribes ran deep, with the Sute harboring a long-standing disdain for their Negua counterparts. Despite this animosity, the Negua tribe possessed a formidable military prowess, rendering direct confrontation futile for the Sute.
However, the Negua tribe's survival in the harsh winter wastelands depended heavily on harnessing powerful magic, so when the fracturing occurred the two tribes were plunged into the center of this event . Recognizing this vulnerability, the Apotropaic Guild approached the Sute tribe, offering an alliance to dismantle their mutual foes. Thus, what initially appeared as an internal strife soon evolved into a full-blown civil war, shrouding the true machinations from external observers, including the neighboring Irea and Izah tribes, who dismissed it as merely another tribal dispute.
Unbeknownst to most, the Magic Guild covertly supplied reinforcements to the faltering Negua tribe, later joining in the battle themselves, tipping the scales of the conflict. This unexpected intervention threw the Sute tribe's ranks into disarray, leading to a pivotal moment where the Negua leadership forged an alliance with the influential guild.
As skirmishes intensified and both sides fought desperately for survival, the Negua tribe gained momentum, pushing the Sute tribe to the brink of defeat. Amidst the chaos, the planes of ice bore witness to the Frostfire Call, a legendary battle where the deities of the warring tribes, Ellora and the God of Unyielding Will, descended to intervene on behalf of their followers.
The clash between these divine beings unleashed a torrent of blood and fire upon the world, shattering the very fabric of reality. The catastrophic expenditure of magic brought about the collapse of the Eladrins' world and way of life. It also helped to cause the fallout of the fracturing wars as the world was plunged into near eternal night for some time.
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|-|Firbolg= 
== Firbolg ==
When a firbolg child is born their soul is bound to an aspect of life. A tree, a plant or perhaps another creature. It depends on their mothers preferance.
Because of this innate connection to life itself and to an ancient being known as Light they have an uncanny knack for adapting to nearly any situation. They also have an understanding of nature itself and its whims. It has been said they descend from the ancients themselves. However their connection with nature comes as both a boon and a cost as their life spans as long as their bound connection persists and perishes along with it. However if a Firbolg were to die before their innate connection does, either the creature or plant will wither away as well or the firbolgs soul will meld with that beings soul. For this reason, firbolgs have a strict culture of never binding their young to another creature always to a plant. However sometimes due to desperation or an accident a firbolg may be bound to a creature instead.
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|-|Genasi= 
== Genasi ==
Genasi are humans who have been exposed to a certain type of magic field consistently over generations of their history. The old abbalayans also come under this category, just with divinitory fields. Some gensai are so attuned to magic fields and energy that they gain the ability to change their innate energy. Occasionally gensai can also be created via a ceremony with an elemental or even accidently if an elementals magic goes awry and latches onto a creature. This destroys both creatures and truely combines them into one being. The creatures alignment shifts to be a mix of its previous creatures and its whole being becomes singular in nature. Genasi created in this way can be originally from any race or creature. Keeping their previous racial abilities and gaining genasi racial abilities. A character with these traits has a +1 level adjustment. Level adjustements count as if you have an extra level. You gain hit-points when you reach the level adjustment level as you would with a regular class (1d10+con modifier) but you don't level up until you are above your total level adjustment. Eg. You are a level 1 created gensai that was originally a dragonborn. You start with a class level since you are level one. When you reach level two you don't gain any class levels due to your level adjustment. But you do gain hp. When you reach level 3 you once again start gaining class levels as normal.
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|-|Goblins= 
== Goblins ==
Goblins are vicious creatures, but they aren't dumb, they plan and they will scheme their way to pillaging small towns and outposts, travelers or anything else they can get their hands on. Goblins live in nests and depending on the nests age or size that nest can grow to have anywhere between one and a few hundred elite warriors known as Hobgoblins. Goblins reproduce quickly, so it is recommended that goblin nests are hunted down quickly, or else they may grow to an unmanageable size.
== Hobgoblins ==
As a goblin ages they start becoming wiser, more intelligent, more charismatic, dangerous. Its why goblin infestations cannot be left alone for too long, as if left too long elite goblin warriors known as hobgoblins begin to show up. Hobgoblins are older goblins who, as they have become wiser, pick up combat training as a means of surviving. Eventually they feel an urge to pursue a magical source or discipline, pushing them to seek out magical sources and expose themselves to them. This process allows them to learn magic and become war-mages. A style originally made by the hobgoblins but stolen by other races. However this process also alters them physically, their lifespan increases, they grow taller, more in control of their savage urges, and their skin slowly turns red. By the end of their training they become elite warriors who often command smaller groups of goblins within a nest or strike out on their own to further themselves and their own ambitions
Like the goblins of skyra they are still dangerous, spiteful, prideful and savage. However with greater intelligence than their lesser's they control themselves to a greater degree. Still annoying a hobgoblin is likely to bring a horde of goblins to your doorstep
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|-|Kalashtar= 
== Kalashtar ==
The kalashtar are spirits from the realm of the dead who inhabit the bodies of creatures and destroy their innate racial abilities in order to take over their body and escape Myrkuls grasp. Kalashtar are counted as undead or spirits in this setting. Myrkul often sends paladins, clerics or voodoo-mancers of his after them in order to take them down and bring them back to the realm of the dead. Some of these spirits are more powerful and are able to not destroy the body and mind of the creature they are taking over. Characters who are created this way keep both creatures personalities, their original racial traits and the abilities from the kalashtar race. They also have a +1 level adjustment
|-|Kenku=
== Kenku ==
The Kenku race, who according to legend, once stole a part of the expanse from under the overseer's nose to empower themselves, were quite heavily affected by the fracturing. The fracturing split apart the very magic they stole creating the two variants of Kenku, the white and the dark. The magic they stole originally became truly a part of their race, creating the white kenku who had the ability to fly with their wings by using magic to empower them and also gained the ability to manipulate magic. The Dark Kenku however lost their part of the expanse they stole originally, losing their ability to fly. 
The white kenku quickly began to see their selves as being superior to their brethren due to being able to manipulate magic and fly. After the discovery of the rare grey kenku (Who have a mix of both races abilities), interbreeding between the two kenku lines became strictly forbidden since the offspring of a white and dark kenku was a grey kenku which are said to have less pure magical capabilities. And as such grey kenku are exiled from kenku society when they are born or discovered. 
At some point after the white kenku started seeing themselves as superior the anti-magic wars began. The white and black kenku were on opposite sides of the war with the white kenku fighting on the antimagic side trying to limit the casting of spells from others to give themselves access to more power. The black kenku fought on the side of magic since they believed all should be able to access and use magic. 
==White Kenku:==
===Languages:===
You can speak, read, and write Common and one language of your choice.
===Speed:===
You have a walking speed of 30ft and a flying speed of 30ft.
===Mimicry:===
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
===Expanse Knowledge:===
You can cast any cantrip you want a number of times equal to your proficiency bonus per day. Your spellcasting modifier for these spells uses your choice of wisdom, intelligence or charisma.
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|-|Kobolds=
== Kobolds ==
In Skyra Kobolds come in all sorts of colors, red, blue, green, yellow and even black. It is said a kobolds colors represents their future. But of course it hasn't been proven.
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|-|Draconic Descendant: Minokawa=
== Draconic Descendant: Minokawa ==
=== Acrobatics Expertise: ===
You gain expertise in acrobatics.
=== Speed: ===
You have a walking speed of 30ft.
=== Scaled Feathers: ===
As a reaction to taking slashing, piercing, or bludgeoning damage you can reduce the damage you take by 1d4. (You gain an extra 1d4 reduction to damage at levels 7, 11 and 17th) You can use this trait a number of times equal to your constitution modifier.
=== Aerial Superiority: ===
You gain the ability to dash as a bonus action. Until the start of your next turn you gain a flying speed equal to your walking speed.
=== Terrain Eater: ===
You choose a 5ft portion of dirt or stone that you can reach. You can eat it as an action without any ill effects. It also counts as a ration for you. 
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|-|Treant=
== Treant ==
=== Druidic: ===
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. If you already know druidcraft you instead learn thieves cant.
You also know the Druidcraft cantrip.
=== Snaring Vines. ===
As a bonus action after hitting a creature with a weapon attack you can ensnare them with vines, reducing their movement speed to 0. The vines have an ac of 12 and 10 hp and last until destroyed. You can use this feature a number of times equal to your proficiency bonus.
=== Forest Friend. ===
You can cast find familiar, without any material components. However when you cast it you can only summon either a lizard, awakened shrub or frog.
=== False Appearance. ===
Whilst you remain motionless, as long as you are in either a forest or where a tree would fit into the environment, you gain advantage on stealth checks and you can hide in plain sight.
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|-|Phoenix=
== Phoenix ==
=== Speed: ===
You have a walking speed of 30ft.
=== Fledgling Flight. ===
Starting at 1st level you can choose to, once per long rest, reduce the damage you take from falling to 0. At level 5 you gain 30ft of flight speed.
=== Resilient Survival: ===
Whenever you make a death save you succeed on your death save upon rolling an 8 or higher rather than a 10.
=== Revival: ===
If you ever fail all your death saves or get overkilled you can revive yourself at full hp. You may only ever do this once.
=== Investiture of Flames: ===
You know the cantrips Control Flames and Firebolt. You can use either charisma, wisdom or intelligence as your spellcasting modifier.
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|-|Panther=
== Panther ==
=== Speed: ===
You have a walking speed of 30ft
=== Size: ===
You are Medium or Small. You choose the size when you select this race.
=== Cats Claws: ===
You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
=== Cats Talent: ===
You have proficiency in the Perception and Stealth skills.
=== 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 discern colors in that darkness only as shades of gray.
=== Panthers Pursuit: ===
You can make three jumps in a round without provoking opportunity attacks, you don't need to have enough movement if you could make the jump normally and you don't need to make dexterity (Athletics) check to land in difficult terrain. this feature recharges when you move 0ft in a round.
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|-|Simic Hybrids=
== Simic Hybrids ==
Simic Hybrids were originally created through the dwarfs __ cruel experiments on humanoids throughout the years. He turned regular people into monstrous beasts by mixing their blood with the blood of monsters, fixing armored plated to their bones and skin and grafting appendages onto their form. Simic hybrids are rare as they were only created by a single person so far at a specific point in time, around the time of the fracturing.
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|-|Shadar-kai=
== Shadar-kai ==
A long time ago the Shadar tribe began to make massive advancements in magic to improve Eladrin lives, and hopefully eventually ascend a god of their own to the pantheon, but the rest of the pantheon/eladrin didn't like that fact and (crushed their hopes) cast them down into the shadows. For after all you should always been scared of what lies in the shadows and perhaps they were. But the fools they were, because the shadows welcome those who have nowhere else to go.
The god of the shadows (Kai) was dying due to having no worshipers but when she saw the shadar tribes potential ascendant getting culled and the weakened tribe slowly starving she took them under her wing, willing to use her remaining divine power to assist them, welcoming them into her embrace. The Shadar tribe saw the dying gods kindness and choose to welcome her as their own god saving her life and becoming the Shadar kai. The rest of the pantheon didn't like that they would go to an outside god for help and cast them out.
A long time ago the Eladrin pantheon was made up of 5 tribes, the Izah
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|-|Astral Eladrin=
== Astral Eladrin ==
Also known as Astral Elves. They left Skyra quite a while ago, wearing full-body armor made of minokawa feather and dragon scales, and went into the expanse. As such they still know Ancient Magic. They are very rare, and shouldn't be picked as a race without talking to the DM first.
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