Asera (5e Race)
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"I'm an asera, I travel the world looking for more information on my kind. I'd be glad to join you if you'll help me in my quest."
- -Iltwet, Son of Entwit, Descendent of the Drushic, to a band of adventurers.
|Desert Warmth by Squeedgemonster on deviantart|
Asera are a race of purple furred humanoids with short claws and a long, thick tail. They have a canine-like head with large protruding ears. Females tend to have slightly shorter ears, but this does not reduce their hearing in anyway. After long times in certain areas, an asera's fur will slowly change color, turning blue for those on the ocean, bright purple for those in the desert, a purple-green in the forest, and a mute purple or grey in the city.
After being created by an unknown god, and left with no real purpose, the asera wander around looking for the reason of their creation. They have no real home, and instead are nomadic by nature, searching for their purpose and reason for creation. Notable asera clans from the past include the Drushic, who wandered the south desert, the Althret, who sailed the seas and discovered many islands, and the Henalt, who attempted to climb every mountain in the world. Many of the asera clans today are descendants of these three great clans, whose numbers were in the hundreds.
Asera live in travelling nomadic groups that tend to never stick to living in any one place for long. These groups may contain just a few individuals and form a sort of adventuring group or they may form a proper clan containing up to a few hundred individuals. In most of these groups, decisions are made collectively with no individuals having power of the group. Most groups of asera allow those who live in them to freely leave, often leading to many asera going off to explore the world and meet new people on there own or in small groups. In that same vein, asera groups are accepting of any who wish to join them on their adventures.
Occasionally, groups of asera will meet another group of travelers. When they meet, the meetings are almost always cordial, as asera get along with most other humanoids. During this meeting, asera tend to want to get to know the other travelers and share stories with each other about their travels. When a group or clan occasionally go into cities, they tend to stay for short periods of time in order to restock on supplies that they can't find or to learn more about the surrounding area.
Asera take no differences between male and female names, and have no reason to use last names. They use either their own names, or names they find on the road when talking to other nomadic tribes.
They take names mostly of Egyptian sounds, but will also go for African sounds as well.
Altet, Herit, Itet, Kewap, Sulten,
Asera are creatures of wanderlust, looking for their reason of being.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Asera typically reach maturity at the age of 15, and typically live to the age of 100.
Alignment. Asera tend toward chaotic alignments, with chaotic good being the most common.
Size. Asera range from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
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 can't discern color in darkness, only shades of gray.
Wanderlust. Whenever you make a Wisdom (Survival) check made to determine something about natural terrains such as deserts, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Labyrinth Recall. Asera can do a DC 10 (Survival) check to remember any path they have taken.
Love of Learning. You may gain proficiency in one skill and one tool of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
In a group of asera, gatherers fulfill a variety of roles. They gather food and other materials for the group, mostly consisting wood, berries, and fruits. They obtain lore and information on the places the group travels for chroniclers to archive. Finally, they help keep the group cohesive and try to prevent any disputes from arising between group members.
Ability Score Increase. Your Charisma increases by 1.
Nimble Footwork. At 3rd level, you have learned the ins and outs of running. Your base walking speed becomes 40 feet, and whenever you take the Dash action, you ignore nature-based difficult terrain, i.e. thick bushes or deep water, until the end of the turn.
Hunter asera, like most asera, aren't generally fans of combat. However, hunter asera are those who resolved themselves to hunt food for the group and protect the group when it comes into danger. Hunter asera have trained to use their sharp claws in combat and will never cover in the face of danger.
Ability Score Increase. Your Strength score increases by 1.
Claws. You have trained to fight with your claws, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Brave. You have trained in protecting yourself and others, and have an iron will. You have advantage on saving throws against being frightened.
Depending on the group of asera, its history has been passed down by speech or by record for as long as the race has existed. Those in charge of such a task in the groups are called chroniclers. These chronicer asera use the knowledge and training they gain in order to cast certain protective spells. It is often said that even if all records of an asera group's history has been lost, as long as a chronicer is alive the history of a group remains intact.
Ability Score Increase. Your Intelligence score increases by 1.
Innate Spellcasting. You can cast the expeditious retreat spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the spider climb spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blink spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Random Height and Weight
|4′ 7''||+1d12||90 lb.||× (2d8) lb.|
*Height = base height + height modifier