As D&D Setting

Astyrea can be used as a setting for D&D 5th Edition, generally, these are some recommended guidelines to follow to keep the atmosphere intact.

### Homebrew Races

Astyrea has many races and subraces to choose from for a D&D 5th Edition adventure, however, instead of thinking of these "subraces" as racial variants, think of them more as different identities from different regions. Every race has base abilities that all of its subraces get. This is the first row of every table, as shown by the empty subrace cell. When selecting a subrace, add all of the abilities from the first row, base abilities, with the subrace abilities.

\*When choosing ability scores, you cannot exceed the maximum of 20 per ability. Additionally, an ability score cannot get more than +2 from any combination of ability score increases (e.g. you cannot have an Afarmenni character +3 constitution and +1 strength from racial bonuses, you can have an Afarmenni character +2 constitution and +2 strength from racial bonuses or +2 constitution, +1 strength and +1 dexterity).

#### Afarmenni

*For lore about the Afarmenni, visit 'Afarmenni'*

***Mechanical Tinkerer:*** During a long rest, you may choose to create a small improvised mechanical gadget. This gadget cannot be used to deal damage or heal, but can be used for small utilitarian purposes that have a mechanical mechanism, such as a timer that goes off after some time, a tripwire that makes noise when someone trips it, a (pick-able) lock and key, etc. You may only have one gadget at a time, when you create a new gadget you use the materials from the previous one.

***Arcane Tinkerer:*** During a long rest, you may choose to create a small improvised magical gadget. This gadget cannot be used to deal damage or heal, but can be used for small utilitarian purposes that use magic, such as a scent dispenser, a torch or lamp, a musical box that plays a certain sound you've heard, etc. You may only have one gadget at a time, when you create a new gadget you use the materials from the previous one.

***Bildr's Handiwork:*** Your dedication to Bildr, the craftsman, has paid off. Once per long rest you may imbue your weapon or ammunition piece with Bildr's blessing. For 1 minute your weapon becomes glowing hot, like the forge it was crafted it and emits a dim light in a 10 foot radius. Your next strike deals additional d4 fire or radiant (your choice) damage equal to your Proficiency modifier (rounded down). After a successful strike, the weapon turns back to normal.

***Tuailja's Wrath:*** Your dedication to Tuailja, the lightmother, has paid off. Once per long rest you may imbue your weapon or ammunition piece with Tuailja's blessing. For 1 minute your weapon emits a soft glow, akin to the northern lights and emits a dim light in a 10 foot radius. For 1 minute, your weapon acts as a magical weapon dealing cold or radiant damage, you may use your main spellcasting attribute for the attack rolls. The next strike heals you and a creature of your choice for half of the damage dealt (rounded up), after which the weapon will return to its original state.

#### Aksians

*For lore about the Aksians, visit 'Aksians'*

***Horned Head:*** With magnificent horns on your head you're one step ahead of your enemies, especially in unarmed combat. Whenever you make a attack, you may use your horns as a natural weapon. On hit, your horns deal 1d6 piercing + your Strength modifier. You are proficient with your horns.

***Excellent Performance:*** Performances by Aksians are revered throughout Astyrea, they are entrancing and emotional. After a great performance (DC 12) you may choose to charm one creature that has the capacity to be moved by your performance. The creature is charmed for the rest of the day until it takes a long rest (or equivalent). The charm is non-magical and while the creature is charmed, it is more likely to be friendly and cooperative to you. Doing any action that the creature would be strongly against morally, will break the charm effect earlier. After the charm ends or gets broken, the creature does not realise it was charmed by you and does not act differently because of it.

***Erebuyan History:*** The region around Uus is filled with hints of ancient history. This fascination has found its way into the general education program of Uus, giving you an edge regarding the region's past. Whenever you make a History check, you are considered proficient if the topic is about Erebuyan history. If you are already proficient in history, you are considered an expert at Erebuyan history.