Hadramiel (5e Race)
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-“Loyalty and honor coats our wings, and speed holds our dreams together.”-
Hadramiel are tall lengthy winged elves. Their ears are long and curved back, and small aerial fins jut out at the lobe of the ear. Their eyes are normally more slanted with long soft eyelashes that help with sand or any other depre they kick up while running. Most Hadramiel have one large pair of wings, that change color depending on their mood. The change can be full wing, half-feather, or lower-feather, for the color change. Royal Hadramiels, or True-Hadramiels have two pairs of wings, but have less of a control on their color change, as their wings normally stay a stark white.
Hadramiels don’t age like normal creatures, they go through metamorphosis five times in their life. They’ll curl up in their wings for a week and come out looking a few years older. They’ll grow in height and go through all the changes they should have done in a weeks time, instead of years time. Their growing times go as follows; 0-1 baby, 1-5 toddler, 5-15 child, 15-25 young adult, 25-1200 adult. After adult they never age again, and they completely skip pre teen, and teen, as their child stage looks around 13 throughout the whole time. Then their average heights throughout the periods are; 15 inches for the baby stage, toddlers are 2-4 feet, 4-5 feet for a child, 5-6 feet for a young adult, 6-7 feet for an adult.
Hadramiels were made by the Gods to be an over protector of life. They mostly live in rainforests and mountain like areas, being very social creatures, but also staying in groups of their kind. It’s hard to separate a Hadramiel, but some have left their people to join other groups, being loyal to them, and protecting them. Most Hadramiel’s are religious, and follow religion devoutly, others follow groups devotedly, you never need to worry about a Hadramiel turning on you, as the last thing they’ll do is break trust with another.
These long eared elves are family and group oriented. Normally, every generation of a family lives in one home, they live mostly in a patriarchy, and only the females leave to find their love. Hadramiels are known to be great company, until their family or ingroup is threatened. Loyalty is key to mosts hadramiels, but sometimes there are a few who deviate from the norm.
--Hadramiels have an interesting way of speaking, e’s are said as Ah’s, and they normally have a regal accent, a common base of names names are that they start with vowels, or are wind or weather based.--
Male: Aerial, Ashten, Ollie
Female: Eliza, Audra, Noelani
Loyal Winged Elves.
Ability Score Increase. Your Dexterity goes up by 2, and your Charisma goes up by 1. .
Age. Hadramiel’s reach adulthood at 15 and live to about 1200 years.
Alignment. Hadramiels tend to have good and lawful alignments, but can sometimes go dark because of groups they may be loyal to.
Size. Hadramiels are slightly taller than humans, ranging from 6 to 7 feet tall, your size is medium.
Speed. Hadramiels are known for their speed, your base walking speed is 35 feet.
Flight:. As you adventure you begin to get stronger, you can fly starting at level 3, your flying speed is 40ft, you can’t be wearing medium or heavy armor.
Angelic like allure. You have proficiency with persuasion.
Superior hearing. Hadramiels have advantage on all perception checks reliant on listening.
Plucking Feathers:. To pluck a feather, it takes a bonus action, then use another bonus action to activate the condition. You regain feathers at the end of a long rest. You have a number of feathers that are pluckable equal to your proficiency bonus. If you pluck all the feathers before completing a long rest, you’ll lose the ability to fly until your next long rest is completed. To lay a feather on someone, you must be within 5 feet of them.
Languages. You can speak, read, and write Common, elven, and celestial.
Blessed Feathers (For common Hadramiels)
Choose one of the following feather types. Once you make this choice at character creation, you cannot change it.
Warm Feathers:. Your feathers give off slight heat. If you were to lay your feather onto a person's arm, it will keep them warm for 1d6 hours OR you may choose to cause fire damage to an individual for 1d6 points damage.
Cool Feathers. Your feathers are cold to the touch. If you were to lay your feather onto a person's arm, it will cool them down for 1d6 hours OR you may choose to cause cold damage to an individual for 1d6 points of damage.
Psychic Feathers. Your feathers are innately magical and able to seep its magic into the mind. If you were to lay a feather onto a person's head, it will calm them down for 1d6 hours if they fail a Charisma Saving Throw equal to your Charisma Modifier + 8 + your proficiency bonus. This does not affect those immune to the charmed condition. Those that have advantage of saving throws against the charmed condition have advantage on the saving throw versus this ability. Instead, you may also lay a feather onto a person's head to instead choose to cause psychic damage to an individual for 1d6 points of damage.
Lightning Feathers. Your feathers seem to be a source of static electricity. If you were to lay your feather onto a person's arm, it will zap them awake from being unconscious OR you may choose to cause lightning damage to an individual for 1d6 points of damage.
Poison Feathers. Your feathers seem to be a poisonous source. If you were to lay your feather onto a person's arm, the poison seeps into them making them feel slightly nauseous, giving them disadvantage on constitution saving throws till the start of your next turn OR you may choose to cause poison damage to an individual for 1d6 points of damage.
Acid Feathers. Your feathers seem to be corrosive. If you were to lay your feather onto a person's arm, it will cause irritation to their skin, giving them disadvantage on concentration saving throws till the start of your next turn OR you may choose to cause acid damage at an individual for 1d6 points of damage.
Radiant Feathers.. Your feathers are dazzling and seem to color change a lot more. Your wings can be used as a distraction, one creature within 5 feet of you must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. The creature is blinded whilst it is within 5 feet of you till the start of your next turn. Instead, you may also lay a feather onto a person's chest to instead choose to cause radiant damage to an individual for 1d6 points of damage.
You’re Hadraniel royalty, you have another set of wings, and your wings are stark white, and rarely change color with your emotions. Your aerial fins are longer, and your wings more intimidating.
True Feathers. If you were to lay your feather onto a person's arm, it will heal them for 1d12 a minute for 1d4 hours. You need to keep the feather on them for this amount of time, if the feather leaves their skin the effect stops. You can not stack feathers, as they cancel themselves out.