Post by exilesky on Mar 3, 2016 23:05:28 GMT
I'm putting together this and another race as the natives of a world I'm building. I want feedback on this. The physiology stuff just concerns their.. well physiology.. so read it if you like, but that isn't really subject to change. Just, there if you want to change these fellas a little and use them yourself.
The part I really need help with is the hard stats. I want them to be appealing, not OP. So please sempias, be brutal, be harsh, but please be constructive.. I need the help here since I don't really have anyone to play-test these with.
Just scroll down to the Traits (it's in bold, red and underlined) if you want to skip the fluff.
"Sometimes I wonder if any of those new bird folk are even related. Sure they look the same... But.. Those ones with the black feathers up North will chase you off their land with their noses turned up. Almost soon as they look at you. The ones in the desert to the west will outright rob you if you don't have enough guards. And the ones around here are so independent half the time they want to sell to you. That money grubby merchant not turning profit with those bird brains is hurting my pockets too."
- A poor caravan guard
Avaris are a multicultural people spread across the world. Their environments changing their people and culture in novel and extreme ways. From feather colors to height and weight. Their personal choice in deity patron often influenced by their regions and lifestyles. Though they are all pantheistic, they tend to choose a single of their Pantheon to follow. While the Avaris have no problems integrating into larger civilized communities, they don't have any cities or towns themselves. Not to say they don't have the odd settlement, but depending on the kind of Avaris it is a more or less common sight. Their behaviors range from roaming tribes to long term hunter-gatherers. They occasionally farm and often practice some form of animal husbandry, but they never til the land. Avaris are omnivorous, and their cooking is as varied as their cultures. There are three different sub-races of Avaris. The Qeyr'vers, Wuo'padn, and Sii'vers. Each have their own unique cultures and physical traits. Interestingly they still share a common language, the only real difference being the dialect.
Physiology
Avaris while initially, and sometimes still are, confused as Harpies and Sirens. There are distinct differences between them. One of them is the feathers all Avaris have on the sides of their heads. Holding these feathers against their heads is tantamount to plugging an Avaris' ears and are rather sensitive. Which leads most Avaris to become very bothered by people who think it's fun to touch them, as doing so roughly can cause extreme discomfort. These head feathers do grow and shift back as they become bigger and eventually shed away, the larger ones being the dullest, the smaller ones the most sensitive.
Next is their crest feathers. Avaris do grow human like hair on the top of their heads, but framing their faces and sometimes even growing out of the same place as their hair are Crest Feathers. These feathers serve no real functional purpose, but are often used as a means of accentuating ones looks. The arrangement of these feathers is generally depended on subspecies and clan. Two clans of Qeyr'vers might not have the same exact crest feathers, but Qeyr'vers and Sii'vers will have very obvious differences. Avaris that spend a lot of time preening, straightening, and fussing with these feathers are usually considered vain.
Though by far the most obvious difference is the inclusion of males. Who are in most cases readily apparent in Avaris groups and society. Qeyr'vers feathers tend toward a mix of predominantly blacks, whites and browns. The females tend to have brighter tones and more have more white and the males tend to be darker and have more black. For Sii'vers are fairly easy to pick out who is who so long as you have them together with their family, tribe, and there aren't too many of them gathered together. As they have the widest range of colors and patterns of all the Avaris. The males you can usually pick out of the crowd of family as their colors and patterns will tend to be a lot brighter than their female family members. The females generally having more subtle and duller tones. The Wuo'padn are by far the hardest to pick out. Their feather patterns and colors are fairly evenly distributed with whites and browns being the main pallets. However, the male's crest feathers tend to be more prominent than that of their female counterparts. If you are close enough to Avaris the difference becomes abundant as they are as different from each other physically as males and females of other races.
Last is the structure and size of their wings. The Avaris wings are their arms, not additional appendages on their backs. The pinky of their hand is a joint that locks into a specific range of motion. Either extended for flight, or folded so they have use of their fingers and thumb. Their wingspan from this pinky is often as wide as they are tall. The rest of the Avaris hand is comprised of three claw tipped fingers and an aposable thumb. Sadly when their wings are extended these fingers are pulled open and lose the ability to hold heavy objects. Coupled with the motion needed to maintain flight, the hands become all but useless during flight.
While other bird like creatures use their feet solely as weapons or to walk and stand. The Avaris go so far as to hold and use objects with them, the five clawed feet are just as dexterous as any other species' hands. With the proper training and skill an Avaris could easily use Thieves' tools to pick a lock with their feet, hands, or a foot and a hand. Coupled with digitigrade legs they are typically a simple left of the leg from using them. The feet are also more armored than their wing hands. As such Avaris usually use a foot when reaching for objects of uncertain safety. The Avaris legs up to the femur are only about as thick as a human arm, but is covered in tough leathery skin. From the femur up to the pelvis is covered in thick feathers. From the pelvis up the arrangement of where the feathers are thickest typically depends on the variant of Avaris. The skin under their body feathers has a similiar look and feel to human skin and can even start sweating from these regions given enough strenuous work is done.
Qeyr'vers body feathers are layered and arranged in such a way as to insulate them from the cold and ensure they don't overheat from activity. The feathers trail up the middle of the stomach, cover the chest, shoulders, upper back, and back of the neck, but leave the lower back, collar, and sides of the stomach bare to vent heat. Sii'vers feathers are arranged to keep them dry from the rain and prevent overheating. As such their backs and shoulders are covered with flat straight feathers, but very little down compared to the Qeyr. Their chests, stomachs, and sides are bare. The Wuo'padn have by far the least feather density across their bodies as the main function their feathers serve is to provide shade and vent heat. As such the feathers are large and flat with no down underneath them. Generally these feathers grow from the collar and back of the neck and down the spine in a fan pattern to shade the chest and the back from the harsh sun. They are also positioned in such a way as to allow heat to vent up between the feathers. Making the Wuo'padn's adaptation very useful for their desert home.
All of the Avaris' feathers are strongly rooted and pulling a feather out is a typically a difficult and painful ordeal. Damaged body feathers, depending on the subspecies, will regrow from the original feather or fall out and be replaced on it's own over time.
Avaris are born from eggs. With proper nutrition adult females produce eggs at a regular rate every couple of months. Unfertilized eggs never get bigger than what humans call 'chicken' eggs. Fertilized eggs on the other hand are ordeals. A fertilized egg gestates in a female for 3 weeks, at which point it will reach its max size of between 3-5 pounds. The egg is birthed and spends the next five months incubating. After hatching the Avaris spends the next year of life as a defenseless infant. Up until they are 3 years of age child is breastfed, at which point they begin to be weened onto solid food. By the time they reach the age of thirteen Avaris are considered adults.
Traits
Age.
Avaris life expectancy is around 70 years.
Speed.
25ft Walking, 50ft Flying
Language: Avarian and one other.
While the Avaris appear human like, their vocal cords are very different. Capable of making whistles and clicks not only with their tongues and lips but also from their throat. This makes their language difficult, but not impossible for other races to use. However, the Avaris are not like the Kenku. Despite their range they cannot imitate everything they hear.
Avaris Flight.
As a bonus action you can take flight. If you take flight before stowing objects in your hands you drop them. You are capable of using objects, items, and all weapons, except ranged, without a disadvantage while flying. Projectile weapons are new to the Avaris, having proficiency will not be enough to overcome aiming with ones' feet in flight. The disadvantage to ranged weapons can be removed with extensive practice or training.
There are restrictions to Avaris flight, see "Light weight, Swift feet" and "Light weight, Strong wings" below.
Avaris Gliding.
Even if facing restrictions on flight Avaris can always glide. So long as your wings remain in tact. You take no falling damage and can glide an indefinite distance, dropping at a rate of 5ft by 5ft in still air.
Dexterous Feet
You are capable of using your feet how many races use their hands. You obviously need to consider leaving a foot to stand on, or you will render yourself prone. So long as you are using your feet, you have advantage on catching items dropped by you or any creature within 5ft of you (Dexterity Check). As you will be left on one leg, you will not be able to brace heavy objects while on the ground. This advantage also applies to items you drop while taking flight. When taking flight you can catch or 'right' things that require two hands to hold.
Examples.
A Half-Orc in front of you drops a brick from the stack she is carrying. You manage to catch the brick before it hits the mud directly in front of you.
A Half-Orc in front of you drops a battle ax from the loot they are carrying. You manage to catch the handle, but the blade plummets into the mud. Splashing the Dwarf standing next to you.
A Half-Orc in front of you drops a battle ax from the loot they are carrying. You take flight and manage to catch the battle ax in both feet.
Natural Weapons.
You have proficiency using the claws on your feet as weapons, 1d4. Your claws have the weapon properties of light and finesse.
Choose one of the following Sub-races.
Qeyr'vers
Random Height and Weight
4'4" +2d6 50 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+1 Intelegence, +2 Wisdom
Alignment.
Qeyr'vers Avaris tend toward Lawful. Superiority of their people, tradition and unity being the main tenents of their culture.
Light weight, Swift feet.
You cannot wear armor and carry a pack of a combined weight of 40lbs or more and fly at the same time. If you are not weighed down by your armor and pack, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible roll 2d20, the high number determines whether you are knocked prone, the low number determines if you held your ground.
Guarded Minds.
You have resistance to physic damage, and advantage against being charmed.
Yqeyroftyx's Legacy.
Word of Law.
As an action you can speak a two-word (action-object/position) command to a creature you can see within 60ft of you. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The save must be made against 10 + Proficiency + WIS. The Command is spoken in Avarian and the target must be capable of hearing you, it does not have to understand you. The target is compelled to follow the command so long the target is not knowingly causing direct harm to itself. It can be compelled to attack an ally, but not walk into a trap it is aware is there.
You must complete a long rest before you can use this ability again.
You can use this ability on one additional creature at levels 4, 9, 15, and 19 for a total of 5 creatures. The increase in targets does not increase the number of times you can use Word of Law between rests.
Wuo'padn
Random Height and Weight
4'8" +2d6 65 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+2 Strength, +1 Constitution
Alignment.
Wuo'padn are as varied a people as the desert dictates and have no alignment tendencies.
Light weight, Strong wings.
You face no penalties vs flight so long as you are carrying no more than 80lbs. If you are weighed down by 60lbs or more you behave as a normal creature would unless you are in flight. If you are only weight down by 40lbs, or you are flying, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible, roll 2d20. The high number determines whether you are knocked prone, the low number determines if you held your ground.
Dangerous Claws.
Your Clawed feet are sharper and more dangerous than a regular Avaris. Apply a +2 bonus to attack rolls and damage done with your claws.
Wuoeya's Legacy.
Choose one of the following.
Windsense.
You have specialized feathers that are sensitive to changes in the air and wind direction. So long as you are not in heavy wind you can detect movement within 60ft of you. Once per long rest as a reaction you can dodge one attack by a feather's breadth, changing the hit roll to a miss. Determine the dodge after the hit roll is confirmed, but before damage is dealt. The number of times you can use this ability increases by one when you reach 7th level (2 reactions) and 14 level (3 reactions). This dodge only applies to attacks that require physical contact, and attacks that are single target. This reaction can also be used to avoid traps.
Regeneration.
You concentrate regenerative power in your blood to swiftly recover from wounds. Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest.
Natural Armor.
Your feathers as rigid as thick leather and strong enough to resist intentional strikes. You have resistance to incidental damage and scratches. If you are not wearing armor, your base AC equals 11 + your Constitution Modifier. You gain a +2 to AC when wearing armor so long as your Constitution Modifier is not negative. You do not gain the +2 benefit if you are using a shield.
Sii'vers
Random Height and Weight
4'2" +2d6 45 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+2 Dexterity, +1 Charisma
Alignment.
Sii'vers tend toward the Neutral or Chaotic spectrum. Their culture mostly revolving around self determination and the adherence of nature.
Light weight, Swift feet.
You cannot wear armor and carry a pack of a combined weight of 40lbs or more and fly at the same time. If you are not weighed down by your armor and pack, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible roll 2d20, the high number determines whether you are knocked prone, the low number determines if you held your ground.
Follow the Wind.
When hit with bludgeoning damage by a source that is equivalent to the size of a medium creature or larger, you can use your reaction to take half damage and move 5 feet in any direction away from the source. In combat this movement does not provoke opportunity attacks. If hit with an attack that moves you, you can use your reaction to fail the movement portion and avoid being knocked prone. If an attack would push you back and do damage, your reaction can be used to fail the movement portion, avoid being knocked prone, and take half damage.
Siionvayros' Legacy.
Wings of Freedom.
Flying Sii'vers do not provoke opportunity attacks from enemies so long as they do not stop within range of a creature. All opportunity attacks have disadvantage against Sii'vers when in flight.
The part I really need help with is the hard stats. I want them to be appealing, not OP. So please sempias, be brutal, be harsh, but please be constructive.. I need the help here since I don't really have anyone to play-test these with.
Just scroll down to the Traits (it's in bold, red and underlined) if you want to skip the fluff.
"Sometimes I wonder if any of those new bird folk are even related. Sure they look the same... But.. Those ones with the black feathers up North will chase you off their land with their noses turned up. Almost soon as they look at you. The ones in the desert to the west will outright rob you if you don't have enough guards. And the ones around here are so independent half the time they want to sell to you. That money grubby merchant not turning profit with those bird brains is hurting my pockets too."
- A poor caravan guard
Avaris are a multicultural people spread across the world. Their environments changing their people and culture in novel and extreme ways. From feather colors to height and weight. Their personal choice in deity patron often influenced by their regions and lifestyles. Though they are all pantheistic, they tend to choose a single of their Pantheon to follow. While the Avaris have no problems integrating into larger civilized communities, they don't have any cities or towns themselves. Not to say they don't have the odd settlement, but depending on the kind of Avaris it is a more or less common sight. Their behaviors range from roaming tribes to long term hunter-gatherers. They occasionally farm and often practice some form of animal husbandry, but they never til the land. Avaris are omnivorous, and their cooking is as varied as their cultures. There are three different sub-races of Avaris. The Qeyr'vers, Wuo'padn, and Sii'vers. Each have their own unique cultures and physical traits. Interestingly they still share a common language, the only real difference being the dialect.
Physiology
Avaris while initially, and sometimes still are, confused as Harpies and Sirens. There are distinct differences between them. One of them is the feathers all Avaris have on the sides of their heads. Holding these feathers against their heads is tantamount to plugging an Avaris' ears and are rather sensitive. Which leads most Avaris to become very bothered by people who think it's fun to touch them, as doing so roughly can cause extreme discomfort. These head feathers do grow and shift back as they become bigger and eventually shed away, the larger ones being the dullest, the smaller ones the most sensitive.
Next is their crest feathers. Avaris do grow human like hair on the top of their heads, but framing their faces and sometimes even growing out of the same place as their hair are Crest Feathers. These feathers serve no real functional purpose, but are often used as a means of accentuating ones looks. The arrangement of these feathers is generally depended on subspecies and clan. Two clans of Qeyr'vers might not have the same exact crest feathers, but Qeyr'vers and Sii'vers will have very obvious differences. Avaris that spend a lot of time preening, straightening, and fussing with these feathers are usually considered vain.
Though by far the most obvious difference is the inclusion of males. Who are in most cases readily apparent in Avaris groups and society. Qeyr'vers feathers tend toward a mix of predominantly blacks, whites and browns. The females tend to have brighter tones and more have more white and the males tend to be darker and have more black. For Sii'vers are fairly easy to pick out who is who so long as you have them together with their family, tribe, and there aren't too many of them gathered together. As they have the widest range of colors and patterns of all the Avaris. The males you can usually pick out of the crowd of family as their colors and patterns will tend to be a lot brighter than their female family members. The females generally having more subtle and duller tones. The Wuo'padn are by far the hardest to pick out. Their feather patterns and colors are fairly evenly distributed with whites and browns being the main pallets. However, the male's crest feathers tend to be more prominent than that of their female counterparts. If you are close enough to Avaris the difference becomes abundant as they are as different from each other physically as males and females of other races.
Last is the structure and size of their wings. The Avaris wings are their arms, not additional appendages on their backs. The pinky of their hand is a joint that locks into a specific range of motion. Either extended for flight, or folded so they have use of their fingers and thumb. Their wingspan from this pinky is often as wide as they are tall. The rest of the Avaris hand is comprised of three claw tipped fingers and an aposable thumb. Sadly when their wings are extended these fingers are pulled open and lose the ability to hold heavy objects. Coupled with the motion needed to maintain flight, the hands become all but useless during flight.
While other bird like creatures use their feet solely as weapons or to walk and stand. The Avaris go so far as to hold and use objects with them, the five clawed feet are just as dexterous as any other species' hands. With the proper training and skill an Avaris could easily use Thieves' tools to pick a lock with their feet, hands, or a foot and a hand. Coupled with digitigrade legs they are typically a simple left of the leg from using them. The feet are also more armored than their wing hands. As such Avaris usually use a foot when reaching for objects of uncertain safety. The Avaris legs up to the femur are only about as thick as a human arm, but is covered in tough leathery skin. From the femur up to the pelvis is covered in thick feathers. From the pelvis up the arrangement of where the feathers are thickest typically depends on the variant of Avaris. The skin under their body feathers has a similiar look and feel to human skin and can even start sweating from these regions given enough strenuous work is done.
Qeyr'vers body feathers are layered and arranged in such a way as to insulate them from the cold and ensure they don't overheat from activity. The feathers trail up the middle of the stomach, cover the chest, shoulders, upper back, and back of the neck, but leave the lower back, collar, and sides of the stomach bare to vent heat. Sii'vers feathers are arranged to keep them dry from the rain and prevent overheating. As such their backs and shoulders are covered with flat straight feathers, but very little down compared to the Qeyr. Their chests, stomachs, and sides are bare. The Wuo'padn have by far the least feather density across their bodies as the main function their feathers serve is to provide shade and vent heat. As such the feathers are large and flat with no down underneath them. Generally these feathers grow from the collar and back of the neck and down the spine in a fan pattern to shade the chest and the back from the harsh sun. They are also positioned in such a way as to allow heat to vent up between the feathers. Making the Wuo'padn's adaptation very useful for their desert home.
All of the Avaris' feathers are strongly rooted and pulling a feather out is a typically a difficult and painful ordeal. Damaged body feathers, depending on the subspecies, will regrow from the original feather or fall out and be replaced on it's own over time.
Avaris are born from eggs. With proper nutrition adult females produce eggs at a regular rate every couple of months. Unfertilized eggs never get bigger than what humans call 'chicken' eggs. Fertilized eggs on the other hand are ordeals. A fertilized egg gestates in a female for 3 weeks, at which point it will reach its max size of between 3-5 pounds. The egg is birthed and spends the next five months incubating. After hatching the Avaris spends the next year of life as a defenseless infant. Up until they are 3 years of age child is breastfed, at which point they begin to be weened onto solid food. By the time they reach the age of thirteen Avaris are considered adults.
Traits
Age.
Avaris life expectancy is around 70 years.
Speed.
25ft Walking, 50ft Flying
Language: Avarian and one other.
While the Avaris appear human like, their vocal cords are very different. Capable of making whistles and clicks not only with their tongues and lips but also from their throat. This makes their language difficult, but not impossible for other races to use. However, the Avaris are not like the Kenku. Despite their range they cannot imitate everything they hear.
Avaris Flight.
As a bonus action you can take flight. If you take flight before stowing objects in your hands you drop them. You are capable of using objects, items, and all weapons, except ranged, without a disadvantage while flying. Projectile weapons are new to the Avaris, having proficiency will not be enough to overcome aiming with ones' feet in flight. The disadvantage to ranged weapons can be removed with extensive practice or training.
There are restrictions to Avaris flight, see "Light weight, Swift feet" and "Light weight, Strong wings" below.
Avaris Gliding.
Even if facing restrictions on flight Avaris can always glide. So long as your wings remain in tact. You take no falling damage and can glide an indefinite distance, dropping at a rate of 5ft by 5ft in still air.
Dexterous Feet
You are capable of using your feet how many races use their hands. You obviously need to consider leaving a foot to stand on, or you will render yourself prone. So long as you are using your feet, you have advantage on catching items dropped by you or any creature within 5ft of you (Dexterity Check). As you will be left on one leg, you will not be able to brace heavy objects while on the ground. This advantage also applies to items you drop while taking flight. When taking flight you can catch or 'right' things that require two hands to hold.
Examples.
A Half-Orc in front of you drops a brick from the stack she is carrying. You manage to catch the brick before it hits the mud directly in front of you.
A Half-Orc in front of you drops a battle ax from the loot they are carrying. You manage to catch the handle, but the blade plummets into the mud. Splashing the Dwarf standing next to you.
A Half-Orc in front of you drops a battle ax from the loot they are carrying. You take flight and manage to catch the battle ax in both feet.
Natural Weapons.
You have proficiency using the claws on your feet as weapons, 1d4. Your claws have the weapon properties of light and finesse.
Choose one of the following Sub-races.
Qeyr'vers
Random Height and Weight
4'4" +2d6 50 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+1 Intelegence, +2 Wisdom
Alignment.
Qeyr'vers Avaris tend toward Lawful. Superiority of their people, tradition and unity being the main tenents of their culture.
Light weight, Swift feet.
You cannot wear armor and carry a pack of a combined weight of 40lbs or more and fly at the same time. If you are not weighed down by your armor and pack, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible roll 2d20, the high number determines whether you are knocked prone, the low number determines if you held your ground.
Guarded Minds.
You have resistance to physic damage, and advantage against being charmed.
Yqeyroftyx's Legacy.
Word of Law.
As an action you can speak a two-word (action-object/position) command to a creature you can see within 60ft of you. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The save must be made against 10 + Proficiency + WIS. The Command is spoken in Avarian and the target must be capable of hearing you, it does not have to understand you. The target is compelled to follow the command so long the target is not knowingly causing direct harm to itself. It can be compelled to attack an ally, but not walk into a trap it is aware is there.
You must complete a long rest before you can use this ability again.
You can use this ability on one additional creature at levels 4, 9, 15, and 19 for a total of 5 creatures. The increase in targets does not increase the number of times you can use Word of Law between rests.
Wuo'padn
Random Height and Weight
4'8" +2d6 65 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+2 Strength, +1 Constitution
Alignment.
Wuo'padn are as varied a people as the desert dictates and have no alignment tendencies.
Light weight, Strong wings.
You face no penalties vs flight so long as you are carrying no more than 80lbs. If you are weighed down by 60lbs or more you behave as a normal creature would unless you are in flight. If you are only weight down by 40lbs, or you are flying, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible, roll 2d20. The high number determines whether you are knocked prone, the low number determines if you held your ground.
Dangerous Claws.
Your Clawed feet are sharper and more dangerous than a regular Avaris. Apply a +2 bonus to attack rolls and damage done with your claws.
Wuoeya's Legacy.
Choose one of the following.
Windsense.
You have specialized feathers that are sensitive to changes in the air and wind direction. So long as you are not in heavy wind you can detect movement within 60ft of you. Once per long rest as a reaction you can dodge one attack by a feather's breadth, changing the hit roll to a miss. Determine the dodge after the hit roll is confirmed, but before damage is dealt. The number of times you can use this ability increases by one when you reach 7th level (2 reactions) and 14 level (3 reactions). This dodge only applies to attacks that require physical contact, and attacks that are single target. This reaction can also be used to avoid traps.
Regeneration.
You concentrate regenerative power in your blood to swiftly recover from wounds. Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest.
Natural Armor.
Your feathers as rigid as thick leather and strong enough to resist intentional strikes. You have resistance to incidental damage and scratches. If you are not wearing armor, your base AC equals 11 + your Constitution Modifier. You gain a +2 to AC when wearing armor so long as your Constitution Modifier is not negative. You do not gain the +2 benefit if you are using a shield.
Sii'vers
Random Height and Weight
4'2" +2d6 45 lb. +(5 x (1d6)) lb.
Ability Score Increase.
+2 Dexterity, +1 Charisma
Alignment.
Sii'vers tend toward the Neutral or Chaotic spectrum. Their culture mostly revolving around self determination and the adherence of nature.
Light weight, Swift feet.
You cannot wear armor and carry a pack of a combined weight of 40lbs or more and fly at the same time. If you are not weighed down by your armor and pack, you have disadvantage vs being pushed away, but advantage vs being knocked prone. In the event both are possible roll 2d20, the high number determines whether you are knocked prone, the low number determines if you held your ground.
Follow the Wind.
When hit with bludgeoning damage by a source that is equivalent to the size of a medium creature or larger, you can use your reaction to take half damage and move 5 feet in any direction away from the source. In combat this movement does not provoke opportunity attacks. If hit with an attack that moves you, you can use your reaction to fail the movement portion and avoid being knocked prone. If an attack would push you back and do damage, your reaction can be used to fail the movement portion, avoid being knocked prone, and take half damage.
Siionvayros' Legacy.
Wings of Freedom.
Flying Sii'vers do not provoke opportunity attacks from enemies so long as they do not stop within range of a creature. All opportunity attacks have disadvantage against Sii'vers when in flight.