Amanel (5e Race)
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|“||I was always suspicious of the elf we had incorporated into our party. For starters she was taller than me, a human man who's considered rather tall, for a human. She could never see as far in the dark as Narrossh, our half-elf spellslinger. We never asked her about her heritage since it would seem rather rude, and not to mention the fact that she was the most skilled swordsman we've ever seen. But when we took a venture down to the caves of Lyrnor, her true colors were revealed. A part of the ceiling caved in, the mass of rock was headed right towards her. Using some sort of teleport she managed to get away from the falling debris. That is when we put her to some gentle questioning, she still had her blades on her.||”|
|—Colton Bishop, after he finds out that one of his companions had secretly been Amanel|
Amanel heavily resemble wood elves, same complexion, same build and same ears, but they are abnormally tall, which can be a giveaway to some perceptive folk. These warriors have been known to undergo a sudden transformation when they reach mental maturity, through their embodiment of an ideal that serves as a conduit for their innate powers allowing them to become abnormally swift in their movements and masters on the fields of battle. The manifestation of this power usually depends on the ideal which they pursue.
The amanel are native to the plane of Arborea. The amanel had made their goal as a people to eradicate all evil in the world, whichever dark corner or malicious pit. They had accomplished their goal in Arborea to an extent which most amanel felt as if they needed more work to do. So they turned to the Material plane rich with evil and cruelty, the perfect place for the zealous amanel. In terms of their worship, amanel don't worship any one god or specific pantheon but pay their respects were needed to various Gods of various pantheons.
Amanel are a civilized people, a strange contrast to the chaotic nature of the plane of Arborea. But when it to the great combat between good and evil they fight as if it all depends on it. They fight till the last breath and use every advantage they can muster, they are not above ambushes or utilizing unfair tactics. Unlike most communities based upon combat, they have no code of honor. They believe honor matters not if you have achieved victory. This has earned them a bit of infamy in arenas like coliseums, but they are well renowned in darker areas like underground fighting rings.
Male: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn, etc.
Female: Akra, Biri, Daar, Farideh, Harann, HaviJar, Jheri, Kava, Korinn, Mishann, NaJa, Perra, Raiann, Sora, Surina, Thava, Uadjit, etc.
Mobile and ruthless hunters of evil.
Ability Score Increase. Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Amanel mature rather late at 21 years old and can reach 400 years old. Though not many live to be that age due to the high-risk lifestyle that most Amanel choose to lead.
Alignment. An Amanel must not be evil, it would go against their very blood to commit atrocities upon innocents. Only inflicted madness or corruption from an external source could turn them into evil beings. They tend to be chaotic good due to their recklessness in their pursuit of the destruction of evil. Though there are cases were they become paladins and clerics swearing fealty to an oath, becoming lawful.
Size. Amanel are generally 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Senses. You gain proficiency in the Perception skill.
Amanel Weapon Arts. You gain proficiency in a martial weapon of your choice.
Ideal Manifestation. Members of your race can manifest a certain ideal that they believe strongly in. These grant you a particular racial trait depending on your subrace.
Languages. You can read, write, and speak Common and one other language of your choice.
Subrace. You must choose an ideal from either Freedom or Change. You cannot change your ideal once you have chosen it.
Freedom of Mind. You have advantage in saving throws against mind-altering effects.
Ideal: Wings of Freedom. Starting at 5th level, you gain a pair of spectral wings that grant you a flying speed of 30 feet.
Change of the Mind. Whenever you make a Charisma (Persuasion) check related to debating, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Ideal: Dynamic Shift. Once per combat, you can magically teleport up to 30 feet to an unoccupied space you can see.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5'4″||+2d8||80 lb.||× (1d4) lb.|