Arcania (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Granting flat bonuses to stats is not a race. add more traits and fluff those and everything out more.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 09:07, 20 February 2018 (MST)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Arcania[edit]

Physical Description[edit]

An Arcania is a humanoid creature whose soul overflows into the souls of those around it, giving them positive aspects of itself. They usually have dull grey or blue skin.

History[edit]

The Arcania were created when a sorceress cursed a band of adventurers, overloading their souls. Their souls began to drain away slowly. They rode back to their fortress, and in a flash of genius, their archmage channelled their souls into a large Arcane Crucible (a giant Arcane Focus that was used before wizards discovered how to channel arcane energy through smaller foci), leaving most of them in comas. However, this stabilised their souls for long enough for the archmage to create cards with depictions of each of them capable of controlling their souls. The archmage accidentally infused the depictions of them with a part of their souls, causing their souls, that were split between themselves and their card, to continue spilling out. The cards, however, kept their souls with them, dragging the energy back, meaning their souls were kept in the card instead of themselves, although they were now a part of them. Some believe these heroes could foretell the future with their cards, which many historians agree may be the origin of Tarot Cards. When a creature's soul infuses itself into a Tarot Card, a physical form manifests itself for them.

Society[edit]

Arcania are rare, because of this they don’t usually meet up in large enough groups to form a unique culture. Often wandering from one town to the next instead of settling down in a specific town they may pick up a large mixture of cultural traits dependent on the area.

Arcania Names[edit]

An Arcania's name does not vary between genders. It is usually a variant on the name of their Arcana.

Arcania Traits[edit]

Soulless creatures that keep their souls within cards. They share their soul with creatures who they trust.
Ability Score Increase. +1 to your Wisdom, Intelligence, Charisma and Constitution scores.
Age. Arcania live for several hundred years, with many living almost 1000 years. The oldest recorded Arcania died at the age of 1484.
Alignment. An Arcania's alignment depends on it's card, as is an evocation of your soul. If your alignment changes to something not accommodated by your care, your card changes to any appropriate one of your choice.
Size. Your size is Medium, as you are slightly shorter than a human.
Speed. Your base walking speed is 30 feet.
The Means By Which All Is Revealed. Your soul is overflowing with energy. Choose the Arcana you use to channel it. This limits your alignment and grants a further ability score improvement to your and your friends. The first alignment option refers to your core alignment (Good, Neutral, Evil), while the second refers to your augmentary alignment (Chaotic, Neutral, Lawful). You must have an alignment that matches one or both of those two specifications to use a relevant card. If your alignment changes so that it no longer matches either of those specifications, you must give up your current Arcana and choose another that is appropriate for your character, including in alignment requirements. Each card accepts 5 of the 9 possible alignments.

I
The Fool
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Chaotic.
II
The Magician
  • Your Intelligence and the intelligence of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Chaotic.
III
The Priestess
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Good or Neutral.
IV
The Empress
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Good or Chaotic.
V
The Emperor
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Good or Lawful.
VI
The Heirophant
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Good or Lawful.
VII
The Lovers
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Good or Neutral.
VIII
The Chariot
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Lawful.
IX
Justice
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Neutral.
X
The Hermit
  • Your Intelligence and the intelligence of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Neutral.
XI
The Wheel of Fortune
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Chaotic.
XII
Strength
  • Your Wisdom and the wisdom of creatures friendly to you increases by 1.
  • Your Alignment is Good or Chaotic.
XIII
The Hanged Man
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Good or Lawful.
XIV
Death
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Evil or Lawful.
XV
Temperance
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Good or Neutral.
XVI
The Devil
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Evil or Chaotic.
XVII
The Tower
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Evil or Neutral.
XVIII
The Star
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Chaotic.
XIX
The Moon
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Evil or Chaotic.
XX
The Sun
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Good or Neutral.
XXI
Judgement
  • Your Charisma and the charisma of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Neutral.
XXII
The World
  • Your Constitution and the constitution of creatures friendly to you increases by 1.
  • Your Alignment is Neutral or Neutral.
    Languages. Common and one other of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6″ +2d8 90 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors