Nohr (5e Race)
From D&D Wiki
|“||Adventurers wander into a vault, the walls dusted and black, the walls feel smooth to touch, yet gritty in surface. In front, a door collapses on itself. Peering in, there sits a black stone throne, the abyss of darkness, and the piercing eyes of the Nohr. Who said you were leaving here so soon?||”|
This ancient race consists of humanoids that are dark as night. There exist four kinds, with a variance in appearance, but they are all dark-skinned or dark colored humanoids. Their eyes are also almost always a milk white with a faint glow behind it.
The first kind of nohr are the Nordic. They have gaunt and shriveled skin which pulls tight around their arms, which are usually thick with muscle and sinew. Overall, they actually look quite lithe, rather than buff. This is due to the lack of body fat. They are also the only nohr to be able to grow facial hair, and sometimes have beards. Females may have braids. Their hair is coarse and grey-white, making them look very aged.
The second nohr are the Honorbound, whose bodies look like they are composed of onyx rather than flesh. Their bodies show jaggedness, like it is made of mineral, resulting in sharp elbows and pointed heads. The whiteness in their eyes often spreads outward onto their faces and down their bodies in spiderline cracks or veins. It is unknown if they are actually made of nonliving material, but their bodies are known to be extremely hard.
The third nohr are the Intellectual, who boast of three eyes and a larger head than the other nohr to hold their extra lens. Their body is more organic than the Honorbound, and more spindly than the Nordic. One may compare them to a spider, with thin limbs and torsos, but a large main head.
Lastly, the Wisest are the last group of nohr. They resemble normal elderly-looking, shriveled humanoids with the trademark darks skin and two white eyes. Their brow is often protruding, casting shadow over their eyes and making them look more luminescent. The Wisest have minute features that make them just a bit out of the ordinary, like a pointed skull with extra skin hanging on the back and the absence of a nose. Instead, a triangle orifice adorns their face. They have long fingers that are very knobby. The Wisest and the Intellectual are the two nohr usually seen with clothing.
The ancesteral nohr were an old race of Shadowfell, beings that began first as monsters of the dark depths. They developed necrotic magic in their long lives and studied magic and its uses in hopes of gaining full power over the darkness. The dark was the only thing they knew and, despite being surrounded by it, they knew to fear its temperament. They credit themselves with developing the first research on lichdom and the concoctions to obtain it. Their supposedly glorious ages abruptly ended when an earthquake shattered the ground above, exposing them to the slightest glimmer of light from a world unknown. Fearing for their lives, they fled deeper into the darkness, where those who did know shadow could never reach. In tombs, they locked themselves in forever. Or so they tried.
After a few decades of trying to live in isolation, a few nohr broke the silence and rebelled, overthrowing their fearful rulers in a coup. They encouraged embracing the light, not living in fear. These four nohr were named Esron, Citclet, Næmør, and Keerg. The nohr went forth and saw that they were no longer alone and the secluded darkness they knew was no longer so lonely.
The nohr no longer enjoy their isolated privacy, but have learned to adapt to the new races in the Underdark as neighbors. However, they were forced out of their original place in the depths due to the invasion of illithids and the establishment of the mindflayer city. Nohr have much more amicable relations with drow, with whom they often practice magical arts or duel intellectually. They do not entirely understand the concept of the cult of Lolth, however, and that makes for some friction with fervent cultist drows.
Nohr society is nomadic, traveling along the places of the Underdark where they may and settling for a temporary time. The four nohr who encouraged movement into the light which pierced the darkness were the founders of four lines of nohr which exist today. They make up the nohr race and live in mixed groups that wander on their own. The nohr wander for survival and knowledge, exploring parts of the Underdark which were unknown to them before.
Most members of the nohr have little time with names. Some do eventually give themselves names, and hold a connection with their names.
Male: Baldur, Borr, Bragi, Búri, Dagr, Dellingr, Forseti, Freyr, Heimdall, Hermóðr, Höðr, Hœnir, Kvasir, Loki, Magni, Máni, Mimir, Njord, Odin, Thor, Tyr, Váli, Vidar
Female: Eir, Ēostre, Elli, Freyja, Frigg, Fulla, Gefjun, Hel, Hlín, Iðunn, Jörð, Lofn, Nerthus, Nótt, Rán, Sága, Sif, Sjöfn, Skadi, Snorta, Sól, Thrud, Vár, Vör
You are the remains of a mighty race, and you have not aged well.
Ability Score Increase. Your Charisma score increases by 2.
Age. Nohr reach maturity at age 20, and they live for a full eon.
Alignment. Nohr behave often with chaotic or evil intent, due to a dearth of laws dictating "good" in their society.
Size. Nohr are a bit taller and thinner than the average human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. Living in the dark so long has made your vision in it better than others. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity. The dark has made your vision and focus weaker in light. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Deteriorated Muscle. Your body cannot handle excess amounts of strain, even if it is tough. You have disadvantage on Strength (Athletics) checks to pull or lift things heavier than half your weight.
Of Darkness. Thanks to the experimentation with necrotic magics, you are resistant to necrotic damage.
Languages. You can speak, read and write in Common and Undercommon.
Subrace. Choose from the Nordic, Honorbound, Intellectual and Wisest subraces.
The Nordic "Esron"
Despite your musculature, you are actually more wiry than strong.
Ability Score Increase. Your Dexterity score increases by 1.
Sneakster. Your skin blends with the darkness as one shade. You have advantage in Dexterity (Stealth) checks while in dim light or darkness.
Shadow Burst. When you are in darkness, you can manifest its energies to give you a boost. While you are in darkness, you may take the Dash action and double your movement speed. You must finish a short or long rest before using this feature again.
The Honorbound "Citlec"
Your honor lies in your onyx body, which is hard and unbending.
Ability Score Increase. Your Constitution score increases by 1.
Halved Biology. Your body is not very organic and therefore does not require as much nourishment. Your food and water requirements are halved.
Tough Body. The material your body seems to be made of is hard like stone. While you are unarmored, your Armor Class is equal to 12 + your Constitution modifier. You may use a shield and still gain this benefit.
The Intellectual "Næmør"
The third eye and big head aren't just for show.
Ability Score Increase. Your Intelligence score increases by 1.
Third Eye. Your third eye offers a different perspective, as well as more depth when looking at something. You are proficient in the Investigation skill.
Spindly Build. Being so skinny, it can be hard to hold you. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to escape grapples.
The Wisest "Keerg"
You look a bit more ordinary, but you host a wide berth of knowledge in your aged looking body.
Ability Score Increase. Your Wisdom score increases by 1.
Dark Seer. You know the dark well, after all these years living in it and being practically sustained by it. You have advantage on Wisdom (Perception) checks while in darkness.
Innate Magic. You utilize the necrotic energies internalized in you to alter the world around you, acquired through your existence and wisdom. You know one cantrip of your choice from the warlock spell list that you can cast at will.
Random Height and Weight
|5′ 1″||+4d8||140 lb.||× (1d4) lb.|
*Height = base height + height modifier
When creating a nohr character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics. Nohr are an old race with habits that die hard.
|1||You blame events rather than yourself for the bad things.|
|2||You like seeing suffering of others|
|3||Very little fazes you.|
|4||The events you survive traumatize you, and the phantoms of your past haunt your dreams.|
|5||They call you cold and merciless.|
|6||Words do not come easily to you.|
|7||You wish that you could live a normal life, but know fate has chosen something else for you.|
|8||You talk. A lot.|
|1||You just want to see the world burn.|
|2||Your race's former glory is at the foremost of your mind.|
|3||Torturing others. Simple.|
|4||You want to learn more about others.|
|5||You just want some peace and quiet.|
|6||Power, fame and wealth. enough said.|
|1||You firmly believe in the power of darkness.|
|2||The bonds of the race are superior to all else.|
|3||Your aims trump all.|
|4||Suffering is a natural thing in this world.|
|5||Family is a feeling you never knew until you met comrades.|
|6||There is a treasure you fight for.|
|1||You're very hard of hearing.|
|2||When set on something, you are stubborn to a fault.|
|3||You go overboard killing things.|
|4||People can practically feel your misanthropy.|
|5||People make you nervous.|
|6||Trust does not come easy to you.|