Auren (5e Race)
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"Each creature in this world has a purpose. Deviation from that purpose can cause ripples that not even the gods can ignore." - Uren Yrlissa, Auren Scolar
The Auren are an old race. Said to be a precursor to most humanoid races, they are a cautious people that makes every effort to stay in the good graces of the gods. They are heavily superstitious, with a blind faith in the machinations of the gods; if something happens, then the gods willed it, and trying to change it will only spell trouble for the Auren.
The Auren are as diverse in appearance as elves and humans. They can be tall, slender and graceful. They can be short, squat and rough. Their hair color ranges from deep browns to pitch black to stark white, and every color in between. And their eyes can range from different shades of blue to browns to greens. They have fair skin usually, but it's still not uncommon to find a tan Auren. Their height can range from 4 foot tall to 7 foot tall.
The Auren are a mysterious race, to be sure. A lot of their history is passed orally, and can differ depending on who's telling it. The most common threads are an immigration event to new lands, followed by the spread of a very large Auren empire across the new land until they alone hold dominion. Important figures in history are commonly said to become part of the Auren Pantheon in the afterlife, but who these figures are amongst the Pantheon change between historians.
The Auren are extremely superstitious. Their society is based around pleasing their Pantheon of gods, and every action they take is to please one god or another. Religion is core to their civilization, and those of religious roles tend to also hold prestigious positions in their government or military. It is generally looked down on to be Atheist in Auren Society, and these sorts of individuals are considered to be angering the gods with every breath they take. It's not uncommon to find Auren ostracized and living on the fringes of communities due to this sort of belief.
Though the Auren are their own race, most other races' naming schemes apply to the Auren; this is usually thought to be due to their role as a precursor race. The Auren aren't copying the naming schemes of other races; the other races are using subsections of the Auren naming scheme themselves, albeit with a few spelling differences. Common spellings in human names are usually altered slight in Auren names: 'c' can be replaced with 's' if they make the same sound, and vice versa; the previous note applies to any letters that sound similar to each other; 'i', 'e', and 'u' can sometimes be replaced with 'y' if they make a similar sound in the name.
The Auren have three subraces, due to how wide-spread they are and how they've adapted to multiple environments. The following features are common between all of the subraces.
Ability Score Increase. Your Wisdom score increases by 2. The religious themes of the Auren are prevalent in each subrace.
Age. The Auren reach maturity in their late teens, between 17-19. However, they live much longer than humans, their maximum lifespan being 250.
Alignment. The Auren have an extreme focus on religious order and obedience, so they tend to lean towards Lawful alignments.
Size. Auren heights vary widely, ranging between 4 feet to 7 feet tall. The Auren are considered Medium size.
Speed. The Auren's movement speed is 30 feet.
Darkvision. From the time spent immigrating to this new land, your eyes have grown accustomed to seeing in the deep darkness found on open waters. 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.
Ancestral Knowledge. The ability to traverse the sea is ingrained in your blood. Using equipment for such a voyage is second nature to you. You gain proficiency with Vehicles (Water) and have Advantage on checks made for standard operating procedures on a seafaring vessel.
Languages. You can speak, read, and write Common and one other language of your choice.
Ability Score Increase. Your Constitution score increases by 1. Your body has adapted to extreme cold or heat, thus making you more hardy than the average Auren.
Hardy Constitution. Your body is more accustomed to the extreme weather conditions of the area you're from. Choose either extreme heat or extreme cold. You are adapted to that sort of weather, and thus automatically succeed Constitution checks against suffering Exhaustion in that weather. In addition to this, you gain resistance to Fire (from Extreme Heat) or Cold (from Extreme Cold) damage.
Adapted Sight. Your eyes are more accustomed to seeing in adverse weather conditions. You do not suffer Disadvantage on Wisdom (Perception) checks when in adverse weather, such as Heavy Precipitation, Blizzards or Sandstorms. This benefit applies to all adverse weather conditions, as it is not very different to try and see through heavy snowfall than it is to try and see through windblown sand.
Protect the Body. You can shield others from the elements that you've grown so accustomed to. As an action, you can cast Tiny Hut once per day as a ritual. After you have used this feature, you cannot use it again until you've finished a long rest. If you are a spellcaster, Tiny Hut is added to your spell list and can be cast using spell slots, even if your class would not normally have that spell.
Additional Languages. In addition to any languages you know previously, you can also speak, read and write Sylvan.
Ability Score Increase. Your Dexterity score increases by 1. Your lineage hasn't changed much since the time of immigration due to your time on the sea, thus making dexterous hands and agile bodies a necessity.
Moxie. Your time out on the sea has made your body adapt to the harsh conditions that can sometimes be found out on the water. You can go a number of days without food equal to 3 + double your Constitution Modifier. In addition to this, you have Advantage on saving throws against nonmagical diseases.
Advanced Sight. Your Darkvision has a range of 120 feet. In addition to this, you have Advantage of Wisdom (Perception) checks made while on a sea voyage. If you attempt to perceive something outside of your Darkvision range when there is no sunlight, you lose Advantage, but cannot gain Disadvantage on the check.
Share the Wealth. You can help others recover quickly from potentially devastating conditions. Once per day, you can cast Lesser Restoration as a ritual. Once you have used this feature, you cannot use it again until you've finished a long rest. If you are a spellcaster, Lesser Restoration is added to your spell list and can be cast using spell slots, even if your class would not normally have that spell.
Additional Languages. In addition to any languages you know previously, you can also speak, read and write Primordial.
Ability Score Increase. Your Strength score increases by 1. Your body has adapted to the constant threat of war and combat.
Combat Ready. You can prep yourself for combat at a moments notice, and can don or doff armor with ease. It only takes you an action to don or doff Light Armor. It takes you a minute to don and doff Medium Armor. It takes you five minutes to don Heavy Armor, but only a minute to doff it. Shields can be donned and doffed in the same action it takes to draw or swap weapons.
Keen Senses. You gain proficiency in Wisdom (Perception) checks.
Shield the Soul. You can protect yourself and others from incoming blows easier. Once per day, you can cast Shield of Faith as a bonus action. Once you have used this feature, you cannot use it again until you've finished a long rest. If you are a spellcaster, Shield of Faith is added to your spell list and can be cast using spell slots, even if your class would not normally have that spell.
Additional Languages. In addition to any languages you know previously, you can also speak, read and write Draconic.
|4′ 0″||+6d6 inches||60 lb.||× (1d4) lb.|
*Height = base height + height modifier