High Entia (5e Race)
From D&D Wiki
|Melia, a High Entia in Xenoblade Chronicles|
High Entia have wings sprouting from their heads, giving them almost an angelic appearance. These wings are typically large, reaching down to the mid-thigh, with the exception of Half-High Entia, such as Melia Antiqua, who sport much smaller wings. High Entia also are known to have silver hair and fair skin, and give off a regal air similar to an elf's.
High Entia were a hidden race on the Bionis for a long time, living at the highest point on said world. They are much more technologically advanced than the Homs of the lower Bionis, and during the Mechon invasions shut themselves up in their capital city, Alcamoth. They later regretted this decision and decided to begin to defend the Homs better from then on.
From far into their past the High Entia have strived to break the shackles of their creator Zanza who created them from cells discarded from the creation of dragon like beings know as telethia, as they are born from fragments of telethia they strived to bury the gene that would change them into Zanza's monstrous slaves beneath the genes of Homs who were not created from telethia and so would not change a perfect Homs and High Entia half breed will have short head wings and will be immune to the process that changes them into telethia.
High Entia society is organized and strict, with a single monarch ruling. The said monarch has two consorts, a High Entia First Consort and a Homs Second Consort. Children of the second consort are sometimes shunned because of their smaller wings and mixed blood, such as Melia Antiqua, the daughter of Emperor Sorean Antiqua and an unnamed Homs.
Their ways of living from their days on the head of the Bionis mean that most high Entia have integrated well into life within the cities of high elves. While relationships between the High Entia and High elves seem to go well they are looked down on from purests from both sides who believe that their blood should not be mixed with other races even throughs who are seen as equals usually a High Entia and High Elf crossbreed with have golden hair small head wings and they will have a more elf like face.
High Entia Names
High Entia names have a naming scheme similar to elves', favoring fantastical and "beautiful" names over common ones. Most female names end with an "a", such as Tyrea, Melia, and Lorithia, while male names are less obviously pattern-following.
Male: Kallian, Sorean, Don Argentis, En Argentis, Jer'ell, Ma'crish, Talonyth, Teelan, Vidian, Caul, Ruthan.
Female: Tyrea, Melia, Lorithia, Yumea, Yura, Talia, Merisa, Arielle, Lesunia, Lunara.
High Entia Traits
Elf-like beings of angelic appearance with a terrifying secret to their ancestry
Ability Score Increase. Your Intelligence score increases by 2, your Charisma score increases by 1.
Age. High Entia have a longer lifespan than humans, the elderly's ages reaching to three or four centuries. High Entia reach teenhood around 80, as shown by Melia's age being said to be 88.
Alignment. High Entia, like Humans, have a very diverse span of alignments, reaching from the Chaotic Evil to Lawful Good. They do, however, have a tendency to lean towards Lawful alignments, because of their well-designed and structured society.
Size. High Entia vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
High Entia Weapons Training. You have proficiency with the shortsword, longsword, and spear and High Entia spell casters can use a spear to channel magic as an Arcane focus and can use spears without disadvantage.
Wing Flight. Once you reach 5th level, you will be able to fly with the wings on your head. The speed of these wings is 30 feet.
Ether Control. You may choose a single Ether element from the list below to summon no matter your class the element you choose cannot be changed. As a bonus action can cast your chosen Ether freely in combat for the duration of 1d4 + Charisma modifier of turns minimum of 1 turn. You can release the element whenever you want or it'll release in the last turn of the duration making the passive spell end. You will require a short rest to use this spell again and you cannot choose another Ether element. When you reach lvl 5, 10, 15 and 20, you add 1 extra dice to each effect including the duration:
1: Aqua Ether; passively heal allies in 10 feet of the caster by 2d4 + Wisdom modifier for each of the caster's turns and provides water damage resistance too. Releasing the water element heals the caster for 1d10 + Wisdom modifier.
2: Flare Ether; passively grants fire resistance and boosts the strength of allies within 10 feet of the caster adding a +2 to their Strength. When released, the element deals 2d6 fire damage + Intelligence modifier to a chosen target within 40 feet of the damage. The target then has to do a 15 CR Dexterity check taking half damage if succeeded.
3: Earth Ether; passively grants earth resistance and a +2 bonus to AC of allies within 10 feet of the caster. When released deals 2d4 poison damage to a chosen target within 40 feet of the caster. The victim must make a 15 CR Constitution check taking half damage if succeeded.
4: Air Ether; passively grants a +2 to Dexterity and 10 feet bonus movement speed to allies within a 10 feet radius of the caster. When released deals 2d6 force damage + Intelligence modifier to a target within 40 feet of the caster the target must make a Dexterity check of CR 15 on success takes half damage.
5: Bolt Ether; passively grants lightning resistance and a +2 to the Intelligence of allies within a 10 feet radius of the caster. When released deals 2d6 lightning damage + Intelligence modifier to a target within 40 feet and the target must then make a cr 15 Constitution check, taking half damage on a success.
6: Ice ether; passively grants protection against spells reducing damage taken by allies in a 10 feet radius of the caster by a quarter from spells when released deals 1d6 cold damage and 1d6 piercing damage in a 10 feet radius around a target that is within 40 feet of the caster all creatures must make a Constitution check of cr 15 on a failed save all creatures within the area lose half their movement speed on a successful save creatures within the area take half damage from each type and keep their normal speed.
Telethia gene. Being created from the cast offs of Telethia cells pure High Entia by themselves will transform into a Phoenix Telethia when exposed to extreme amounts of magic or ether, when struck down due to a high level spell or magical explosion on three failed death saves you transform into a Phoenix Telethia and must make a Wisdom save of cr 16 to keep control of your body for 1d6 hours and control the abilities of a Phoenix Telethia on a success. Otherwise, in order to be revived or resurrected your party must kill your Telethia form to free your soul.
Languages. You can speak, read, and write Common, fey and one other language of your choice.
Subrace. High Entia halfbreed
Random Height and Weight
|5′ 5″||+1d12||80 lb.||× (1d4) lb.|
*Height = base height + height modifier