Draenei (3.5e Race)
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Draenai are seen as a kind race, and deeply religious. They have a strong community with one another, family and friends are seen as the most treasured relationships one can have.
All Draenei have a skin color ranging from light blue to deep purple. They have cloven hooves instead of feet, tendrils that grow from the neck (between one to three on each side) and short tails that are typically decorated with rings, which is traditionally done by all Draenei.
Males have bone plates that grow from their forehead, creating a form of a shield across their skull, while females grow large, curved horns. Males can sometimes grow frontal horns as well, though the horns of a female Draenei usually naturally grow with the points backwards, making them useless in combat.
Males are much larger than the females of the race, growing over twice the weight of females, and about a foot and a half taller.
Males range anywhere from seven to eight feet tall and weigh on average around 300 or 400 pounds.
Females stand at six to seven feet tall and only weigh around 150 or 160 when fully grown.
The Draenei are a peaceful race who are willing to align with anything that is not demonic or unholy because of their past experiences. Draenei will react violently against any demon or Orc, but could become allies with just about anything else.
Because the Draenei have been favored by the Naaru (beings who are physical representations of the Light), for thousands of years, nearly all Draenei lean very heavily into Lawful Good. Draenei can also lean toward Neutral Good and Chaotic Good. They typically never lean toward evil alignments which could run a risk of becoming Corrupted and turning into their corrupted brethren known as the Eredar.
Shaman, who have only recently been learning, may venture into neutral, but it would be extremely hard for any draenei to come anywhere close to evil.
Originally the Draenei come from the Planet Argus. When Demons destroyed their homeworld, they fled to Dreanor. When the Demons followed they stole a ship and fled again, crash landing onto a new planet. Due to the Demons, the Draenei no longer possess any land of their own.
Dranei worship the Naaru, a dimension-traveling race of sentient energy beings, that grant their people their spell-like ability. Draenei could logically worship any holy or light bearing God without much trouble, and the Shaman may even consider a nature or elemental focused deity.
The Holy Light The Light, referred to as the Holy Light by some cultures, is a non-theistic religious form of philosophy with adherents among a majority of races in the multiverse. The organization closest related to the Light is the Church of the Holy Light.
The Holy Light teaches that there is a connection between the self and the universe. This connection manifests as what we feel through both senses and emotions. When a person is moved, through seeing something breathtaking or feeling love for another, that emotion connects him to the universe. Experiencing the emotion ensures that he exists, as something within him felt the emotions or processed the sensual awareness. Because he exists, so must the universe that gave him that feeling. From there, he can act upon the universe, causing more changes to create feeling in others. Thus, the followers of Holy Light seek to make the world a better place by being true to their own emotions.
The next step in recognizing this connection between the self and the universe is developing the goodness within and without. If one wishes for happiness, one must work to better the universe to make others happy. Experiencing the glory and beauty of the world will in turn tap into the inner beauty and glory within one's soul. However, giving in to greed, despair, and unhappiness will only darken the universe. The Holy Light is the glory of the universe reflected upon the soul and mirrored back onto itself.
Alignment: Lawful Good Allowed Alignments: Lawful Good, Neutral Good, Chaotic Good
Suggested Domains: Life, Light
Shamanism Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon powers that focus the elements to support the shaman’s allies or punish those who threaten them.
All shamans gain their power from the Elemental Spirits, so most shamanic philosophy is the same no matter which race practices it. Access to the power of the shaman is borrowed, rather than taken. Unlike the rigid disciplines of the Holy Light which bends the power of the Light to its user through spells, shaman practitioners refer to the act of using their magic as calls, not spells. The power imparted by the elements to the shaman has a wide berth, and encompasses many forces. A shaman can diagnose and cure ailments, harness the power of the elements to defeat their opponents, and enhance the natural power of themselves and other. And these abilities are but a mere fraction of the ability of a shaman. By traversing the axis mundi and forming a special relationship with the spirits, shaman have gained access to divination, dream interpretation, astral projection, control over the weather, and a near innumerable list of abilities.
Shamanism is based on the premise that the visible world is pervaded by the invisible force of spirits that affect the living in a very strong and meaningful way. Shamanism can therefore be seen as the practical application of the concepts of animism through specialized knowledge and abilities. Shamanism is not, however, organized into full-time rituals or spiritual association as priests are.
Alignment: True Neutral Allowed Alignments: Any Alignment.
Suggested Domains: Knowledge, Life, Nature, Tempest
Draenei can speak Common, and Draenic.
- +2 Str, +2 Wis −2 Dex, −2 Cha
- Medium: As a medium character Dranei receive no special bonuses or penalties on their size.
- Dranei base land speed is 30ft
- Weapon Proficiency: Draenei receive racial proficiency with Warhammers, and Maces, Warhammer, and Mace, heavy.
- Heavily Religious: Cannot play as a Demon Lord , Have a Half-Fiend Template, or Warlock and take −4 on all diplomacy checks against them.
- Immortal: Cannot die through aging and do not gain or lose any attributes on account of such.
- Spell-Like Ability: 1/day— Gift of Naruu. Once per day a Dranei can cast Cure Light Wounds at a range of up to 30ft. This heals 1d8 points of damage +1 point per caster level (maximum +5) in health.
- Draenei receive a +2 racial bonus on all Knowledge (Religion) and Craft (Gem Crafting), Craft (Gem Weaponry), and Craft (Engraving) checks
- Automatic Languages: Draneic and Common Bonus Languages: Elven, Gnome, Dwarven
- Favored Class: Paladin Cleric