Nescerei (5e Race)
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|“||They were clouds, drifting in the wind. I could see the blue sky behind them, radiant blue. They were people, dancing in the air, calm and pure. I could see their form, light and airy. They were air, clean and refreshing. I could see smoke from them, white and brief. They were graceful, elegant and regal. I could feel their charm, crisp and humble. They were proud, exotic and new. I could sense their presence, cool and exciting. They were gone, vanishing, departing. I could hear their whispers, quiet good-byes. They were, then they were not.||”|
|—Untitled Poem, Unknown Author|
The nescerei are beautiful beings that are best described as immaterial ladies. They are seen at the bright dawn, just as the morning dew shimmers still in the air, or on foggy days, where the sea is completely shrouded. People who see them describe them to be beautiful women with light hair colors and pale skin that is nigh translucent. This effect allows light to pass through them and they shimmer like soap bubbles. Despite having the feel of an ethereal beauty, their bodies are well formed by humanoid standards. On their backs are a small pair of wings that would be too small to fly. The wings also have a hole pierced through them. It takes supposedly 300 years for the hole to close and for a nescerei to be able to truly fly. Until then, they hover and float at the mercy of the winds. Their garments are described to be sheer and scant, resembling no more than a simple sheet draped loosely over their bodies.
From the Sky
Nescerei are mysterious beings supposedly descended from a legendary city in the sky called Urbem Aeris. They are beings formed within the Elemental Plane of Air when creatures without immortal souls die. These souls are unable to be reincarnated and are vulnerable to fading away. After the soul turns into a nescerei, they have a limited amount of time before their souls wither away and they are utterly erased. They migrated to the Material realm to help do good deeds, in hopes the divine will notice them and grant them an immortal soul. It is usually only after nearly 300 years that a nescerei may reap her reward. Many wither away in despair and never achieve that point. They have been known to be omens of good fortune. When a ship sinks at sea, the nescerei are responsible for bringing calm to the winds so the sailors do not drown. In arid parts of the world where the heat kills, they bring cooling breezes and lull winds of moisture to form rains.
Children Of Air
Nescerei in the Material Realm live high up in Urbem Aeris, which is a silvered city of clouds and winds. No mortal has ever found it due to the amount of clouds it is said to disguise itself with, as well as the dangerous height once must scale. Whenever there is a vortex opening the way to the Plane of Air, a nescerei sometimes crosses realms then, usually depositing into the sea, where she will be picked up by other nescerei. Nescerei are an exclusively female race, and have been dubbed "Daughters of Air" thusly. They are not organized in any group hierarchy in particular. They will travel in groups called gusts to seek out where their help may be needed across the world. Nescerei who cannot fly search closer to the ground. All nescerei believe in honest living and kindness in hopes of receiving an immortal soul.
Nescerei rarely engage in activities with other races. This in not due to their unwillingness to cooperate with them, however. Rather, a nescerei usually does their good deed and is gone with the wind. As they gain more age and develop their wings, however, they are able to make lasting bonds with others and will honor them to the ends of time. Usually, nescerei only display this form of trust for those of their own affinity. However there are tales of nescerei who fall for people they have saved. A nescerei must beware, however, for a lasting relationship could well spoil their chances to attain an immortal soul. For some nescerei, this is worth it to be with the one they pine for. When joining a band of adventurers, a nescerei has to choose them as allies, making a bond that they will hold strongly. A friend of a nescerei will never need to doubt their loyalty, integrity, or honor. The nescerei will expect the same of those they choose as allies.
Nescerei choose names that evoke air or elegance. They want their names to represent the race as a whole, graceful and pure.
Names:Anima, Aura, Bellus, Collibet, Gratia, Musa, Nebula, Venus
Daughters of the air
Ability Score Increase. Your Charisma score increases by 2.
Age. Nescerei do not age in the general sense. Rather, they become more ethereal over time. The lifespan varies depending on the hope and levels of despair a nescerei harbors. Those with more hope tend to linger longer.
Alignment. There exists no universal alignment among the nescerei, although generally they gravitate toward the lawful side of the order spectrum. On the morality spectrum, many nescerei are practical and pragmatic, choosing what must be done over what should or could be done. In this sense they will generally fall into neutrality. These alignments are by no means set in stone however.
Size. Nescerei incredibly light and have the same size range as a human woman. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Windwalk. Being like air, you float a few feet off the ground even as you walk. This allows you to ignore most forms of difficult terrain and makes you immune to being knocked prone. However, you can float no higher than 5 feet and when you are reduced to 0 hit points you stop hovering. At 5th level, your aerial skills allow you to propel yourself in the air, granting you a flying speed of 30 feet.
Airy Grace. Due to your light step and floating, you are not easy to track. You do not leave foot prints or cast a shadow.
Languages. You read, speak, and write Common and Auran.
Subrace. Choose from the cirrus, cirrocumulus or cirrostratus subraces.
Cirrus nescerei are defined by their wispier hairs and forms, which make them look more ephemeral.
Ability Score Increase. Your Dexterity score increases by 1.
Wing Light. You are like air, weightless. If you fall, you may expend a reaction to stabilize the air around to cushion your fall and take no damage.
Cloud Cover. Your form is so easy to miss due to how wispy you are. You can attempt to Hide when only lightly obscured by rain, snow, mist, or other natural phenomena.
Cirrocumulus nescerei are more of substance than the cirrus. They have glowing blue or green eyes that can be seen while they move, being almost hypnotic.
Ability Score Increase. Your Wisdom score increases by 1.
Skyborn Magic. You know and can cast the light cantrip. At 3rd level, you can cast fog cloud once without expending material components at its lowest level, regaining use upon finishing a long rest. At 5th level, you can cast invisibility once without expending material components at its lowest level, regaining use upon finishing a long rest. Wisdom is your casting modifier for these spells.
These nescerei are a bit denser than others, and often are called in to control storms as well as flooding rains.
Ability Score Increase. Your Constitution score increases by 1.
Stormborn. You are resistant against thunder damage.
Lightning Buffer. The dense air you are made of contains charged particulates that make a light force field around you. While unarmored, your Armor Class is equal to 11 + your Dexterity modifier. You may use a shield and still gain this benefit.
Random Height and Weight
|4′ 5″||+3d8||15 lb.||× () lb.|
*Height = base height + height modifier