Azean (5e Race)
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The Azeans, whatever their sub-race, are difficult to recognize. The genetics of an azean are complex. Since the Azean DNA that defines appearance is weak, the child will inherit the appearance of the non-Azean parent, or the general appearance of both parents if both are Azean. However, the child of an Azean will necessarily be a pure Azean, the corresponding DNA being much stronger. The easiest and most visible way to identify an azean is to see its blood; this one shines more intensely. (Be careful, it does not emit any light)
Attitudes and Beliefs
In the vast majority of cases, Azeans tend to strive to outdo themselves in their respective fields. They are very passionate and curious people. For the rest, they are quite diverse.
The Azeans have very diverse names, depending on their people of birth. Here is an example of Azeans names (Characters played in my games.)
Linzia, Noarelle, Lalwendë,
Ability Score Increase. Your Intelligence or Wisdom or Charisma score increases by 2.
Age. Azeans reach physical maturity around the same age as humans and become adults at 17. The life expectancy of an Azean largely depends on their choice of life and their sub-race.
Alignment. Azeans, like humans, are diverse enough not to tend towards any particular alignment.
Size. Azean measure between 3'6" and 7'2". Your height is Medium (M).
Speed. Your base walking speed is 30 feet.
Azean weapons training. You gain proficiency in magic sticks, magic wands, and magic scepters. Choose one of the two options:
• As a caster, your natural gift for magic allows you to use these weapons from a distance. These weapons cause psychic damage (or arcane if you add this kind of missing damage). The characteristic to use his ranged weapons (attack and dammage) is your spellcasting characteristic.
-The staff has a range of 60 feet (18m), has 1D12 damage, is carried with two hands.
-The scepter has a range of 120 feet (36m), dealing 1D8 damage. It just works like a longbow but with one hand.
-The wand has a range of 30 feet (9m), deals 1D6 damage. It is maneuverable enough to be used as a bonus action.
• As a fighter, you can calculate your blow and reach a more fragile spot when attacking with a weapon or with bare hands. As a bonus action, you can add 1D6 damage to attacks until the end of your turn. You can use this ability as many times as your Intelligence modifier +1. You need to finish a long rest before you regain your uses of this trait again.
Diverse heritage. You gain a racial trait from your non-Azean parent, with GM appreciation. Or you choose a feat respecting the prerequisites.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one of the subraces suggested below.
The so-called “diluted” Azeans are descendants of Azeans who have little by little put aside their magical talent, going so far as to deny it, for something more physical. They make the best fighters among the Azeans.
Ability Score Increase. Your Strength or Dexterity or Constitution score increases by 1.
Azean robustness. Your maximum hit points increase by 1 with each level.
Athlete. Your base speed has increased to 10.50 meters. (35 feet)
Great potential. You can add half of your proficiency bonus (rounded down) to your weapon and unarmed damage rolls. At level 19, you add your full mastery bonus.
Fragile Arcana. Any spell you could cast in any way has its DC reduced by 1 and cannot be shorter than an action. In addition, you are necessarily at a disadvantage for your attacks with a spell.
They are descendants of Azeans who made the most of their magical talent, the magic literally flows in their blood.
Ability Score Increase. Your Wisdom or Charisma or Intelligence score increases by 1. (it must be an ability different from the bonus of the base race.)
Magical familiarity. Choose a school of magic. Your DC for this school gains a +1 bonus and you get a 1st level spell from this school that will not require a spell slot but can only be used once before taking a long rest. Your caster ability is your casting ability for that spell.
Arcane resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Great potential. As a spell caster, you can learn all existing spells. You do not know of any class limit in your choice of spells. In addition, any spells you learn are considered to be spells in your class.
Physical weakness. The natural magical talent of blood azeans influences habits and behaviors. Over the years, this sub-breed has developed physical weakness. Choose a physical ability (Strength, Dexterity, Constitution). You will automatically be at a disadvantage in saving throws with this ability. (Except in case of metamorphosis and for concentration saving throws.) In addition you lower this ability definitively by 1, lowering the maximum to 19.
Random Height and Weight
|′ ''||+||lb.||× () lb.|
*Height = base height + height modifier
When creating an azean character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.