High Entia (5e Race)
From D&D Wiki
|Melia Antiqua, The True Queen of The High Entia. From The Xenoblade chronicle fandom page: https://xenoblade.fandom.com/wiki/Melia|
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, although some pure blood High Entia can be born with smaller wings, half blood High Entia will never have full length 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 those 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
High Entia are angelic humanoid people with a curse buried deep in their genetics
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 oldest High Entia can reach 300 to 400 years old. High Entia reach maturity around 80. Durning the events of Xenoblade Chronicles, Melia Antiqua was 88 years old but appeared to be about 18 - 21 years old by Homs standards.
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. 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 + your Charisma modifier of turns (minimum of 1 turn). You can release the element whenever you want or it will release in the last turn of the duration making the passive effect end. The DC for any check made by a target of the Ether control is 8 + your proficiency bonus + your Charisma modifier. You can use Ether control a number of times per long rest equal to half your Charisma modifier rounded down(minimum of 1 use). When you reach lvl 5, 10, 15 and 20, you add 1 extra dice to each effect including the duration:
Aqua Ether: Crystal clear water flows around all allies within 30 ft of the caster, closing their wounds, healing them by 2d4 + your Wisdom modifier for each of the caster's turns. A chosen target within 60 ft of the caster must make a Constitution saving throw. On a hit, the water being drained from their arteries dealing 1d10 necrotic damage + your Wisdom modifier. The stolen water returns to you, healing you for half the damage done.
Flare Ether: The heat of battle fuels your allies, boosting the Strength of you, and all allies within 30 ft of you, by +1. The collected burning energy releases, searing a chosen target within 60 ft of the caster, dealing 2d6 fire damage + your Charisma modifier. The target must make a Dexterity saving throw, taking half damage on a success.
Earth Ether: The earth guards you and your allies, passively granting +1 bonus to AC of allies within 30 ft of the caster and the caster when Earth Ether is cast. When released, a chunk of swampy disease-ridden soil flys toward a chosen target within 60 ft of the caster dealing 2d4 poison damage + your Charisma modifier. The victim must make a Constitution saving throw, taking half damage on a success.
Wind Ether: A tailwind pushes your party to victory, passively granting +1 to Dexterity and 10 ft bonus movement speed to allies within a 30 ft radius of the caster. A ball of high-speed gales gathers over your head. When released, it deals 2d6 force damage + your Charisma modifier to the target and any creature within 60 ft of the target. All creatures in range must make a Dexterity saving throw, taking half damage on a success.
Lightning Ether: Electricity courses through you and your allies synapses, passively granting +2 to all damage caused by spells cast by the user and allies within a 30 ft radius of the caster. A bolt of lightning surges to a chosen target within 60 ft of the caster dealing 2d6 lightning damage + your Charisma modifier. The target must then make a Dexterity saving throw, taking half damage on a success.
Ice ether: Ice forms a protective barrier around your and all allies within 30 ft souls, passively granting advantage on saving throws against spells. The cold northern winds bellow from a point on a chosen target within 60ft of the caster. When released deals 1d6 cold damage and 1d6 piercing damage in a 30 feet radius around a target as arctic winds blow, creating large spikes of ice. All creatures in range must make a Constitution. On a failed save, all creatures within range lose 10 ft of movement. On a successful save, creatures within the area take half damage from each type and lose no movement 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 (4th lvl or higher) or prolonged ether exposure, on three failed death saves you transform into a Phoenix Telethia and must make a DC 11 + the level of the spell that killed you Wisdom saving throw to keep control of your body for 1d6 hours and control the abilities of a Phoenix Telethia on a success. In the case of ether exposure, the DM will decide the DC depending on the amount and intensity of the ether. 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, Sylvian and one other language of your choice.
Subrace. You can be a Half-Blood High Entia
Half-Blood High Entia
Curse Lifted. If you die, you will not become a Telethia.
Dense Bones. Your wings are not developed properly due to your mixed heritage. You do not gain a flying speed.
Random Height and Weight
|5′ 5″||+1d12||80 lb.||× (1d4) lb.|
*Height = base height + height modifier