Avali, Variant (5e Race)
From D&D Wiki
|“||S-Sir, do you copy? We're surrounded! ...Let the whole tribe know that we’re going to need back—||”|
|—Radio transmission from one of the nomadic tribes|
|Avali concept detail reduction, as depicted from |
Avali tend to have four ears, both furry and containing scales and feathers in choice places. They have an extended range of ‘hair’ on their heads, ranging from long and spiky or short and feathery. They form a type of ‘mane’ along the backs of their heads. They have patches of colors that is akin to skin color that’s between 2 to 8 different tones, usually in a design covering the feathers and the fur itself.
Avali have raptor-like legs and feet with reptilian scales along the front of their feet. Their hands consist of two fingers and a thumb with claws at the end of the hands and feet. Their entire body structure is raptor-like, with tails of either a chimera or lion with ends being a large feather rather than fur. The base of the tail has a drape of feathers leading up to the back. The arms also have feathers. Their eyes are trapezoidal in shape rather than ovular and tend to be nothing but a pupil with an iris rim and a film covering the eyes for protection, as they don’t blink. Their eyes are wide, increasing their field of view but lack focus. Their head structure is a furry, raptor-like lizard type that is more rounded than the raptors that are known. They tend to have clothing made of a type of nanofiber, in which their clothing also acts as a sort of armor. The type varies in shapes and sizes, usually being bell-shaped overcoats and tundra/Indian style drapes.
Avali are not known to keep a general log of their history, but for the most part, they are nomadic and split up into individual groups very often. Their technology speaks the most about their history, acquired by an alien race that invaded their homeworld in Avalon. The avali are a race that is often scattered around different worlds with their borrowed technologies and technological histories. Using coal and sand, Avali have fashioned glass-like blades and guns with a unique style based on their culture. They have since used aegis gel and graphite along with other alloys to make white and orange color oriented panels and weapon bases. The process of making aegis gel and graphite is handed down from tribe to tribe as it is their bread and butter for their technology. Avali used to have a form of government that all the tribes connected to. But too often would tribes lose connection with their government and obtain varied cultures of their own. They use vehicles like the VTOL dropship and armor that’s made of carbon nanofiber weave, which in turn is made from a nanofiber station.
Their society of avali is quite complex, consisting of many tribes scattered across the galaxy. Playing an avali would mean they would have a very small location on the planet consisting of 20-40 avali, depending on how long they’ve stayed on the planet. The tribe usually has a single outpost they work from, but it’s very common for some to depart from these outposts to venture out for themselves. The reason for this being common is because they treat each other with no sense of ‘kinship’— Avali that are born are treated as strangers by their parents and only treat their children as acquaintances rather than family.
Avali have a type of ‘order’— a type of council that usually consists of 3 to 6, depending on the size of the tribal outpost. There are avalin colonies on planets that they have stayed the longest, with sizes usually rising to the hundreds. Packs are the smallest form of group that consists of around 6-10 Avali who venture out to make tribes either on the same planet or elsewhere in other worlds. Avali commonly have their own source of vegetation that came from their homeworld.
Avali names are usually tribal in nature, due to their grouped society. A couple common names are as follows. They also lean towards Latin words as names
Male: Cyle, Huile, Rhai, Roren, Vaune, Imperium, Nevio
Female: Bahlie, Gezzia, Kyara, Reksalya, Saiumi, Xiva, Chao
You're cute... You're fluffy... But that doesn't mean you can't kick butt.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Avali reach maturity at the age of 20 and can live up to 150 years.
Alignment. Most avali are part of and often reliant on a tribe or similar organization, with few loners. Because of this, they usually lean toward a lawful or neutral alignment but can be anywhere between good and evil.
Size. Avali stand at around three and a half feet and weigh 50 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. Your base flying speed is 15 feet.
Fluffy Bodies. You’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide and you have advantage on Survival checks while in terrains such as tundra's and other cold places. However, you have a harder time in hot places and have disadvantage on Survival checks made under these conditions.
Acute Hearing. Avali have two pairs of ears with a specific shape to allow them to have excellent hearing. You have advantage on Perception that rely on hearing. This gives avali an uncanny "sixth sense", with the downfall of their vision being all peripheral.
Technological Adaptation. The avali are keen on using and understanding alien technology. You gain proficiency with a tool of your choice.
Small Wings. You have a flying speed of 15 feet. You cannot ascend higher than this, and can only glide at a speed equal to your flying speed.
Worse Than Bark. You have sharp, plate-like teeth which are natural weapons. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier.
Languages. You can speak, read, and write Common and Auran.
Subrace. Avali have specific places within their community, which compliments their skills. Each has a specific augmentation.
Ability Score Increase. Your Intelligence score is increased by 1.
Magically Attuned. Improving weapons beyond technology lets you conjure a blade from thin air. You know the green-flame blade cantrip. Your spellcasting modifier for this cantrip is your Wisdom modifier.
Added to help give the race some more flavour and power without disrupting the overall balance of the game, while also bringing it in line with races that recieved such feats from XGtE. Each feat has been balanced to be about as strong as Elven Accuracy.
Avali Temporal Studies
Having studied magic more extensively than most others could hope to, you've got the potential to wield some uncommon and mentally taxing spells that aren't available to everyone of your class- if you're willing to spend the time and effort to make the magic work.
As a reaction, if a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Once you have used this ability, you must finish a long rest before you can use it again.
Additionally, the following spells are added to your class spell list. You must still learn and prepare these spells as you would any other spell per your class' spellcasting feature:
- 1st: detect magic, gift of alacrity
- 2nd: gentle repose, hold person
- 3rd: haste, slow
- 4th: divination, fabricate
- 5th: hold monster, temporal shunt
Avali aren't always adept spellcasters, but their familiarity with technology and difficult intellectual concepts lends them an incredible natural aptitude for using magic items. By honing that, you can draw out the potential in even weak magic items.
Additionally, you gain one bonus Attunement Slot. This bonus slot can only be used to Attune to a magic item of Uncommon or lower rarity.
Often noted for being fluffy, the truth of your race's cold resistance lies in it being coded into you right down to every last drop of blood- but a downy coat as unimaginably thick as yours makes for shockingly effective protection against a lot of things if used correctly.
You gain resistance to cold damage and resistance to fire damage. As an action, you become immune to cold damage for 10 minutes. You must finish a long rest before using this feature again.
Additionally, whenever you take bludgeoning, piercing or slashing damage, you can use your reaction to reduce the damage taken by a number equal to your proficiency bonus.
Random Height and Weight
|3′ 6''||+3||50 lb.||× (4) lb.|
*Height = base height + height modifier