Slyvarian (5e Race)
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Slyvarian's are on average about the same size as humans, their skin changes colour depending on their mood or environment but most often comes in darker shades of red, purple, blue, white, black and grey. Slyvarian's eyes often glow a faint purple, white or blue. Their bodies are covered with a metallic like shell which protects them from predators of the ocean. Protruding from the back of their heads are 8-10 tentacles that are used to help them identify their surroundings or aid them with swimming.
Slyvarians live in the city of Asilonia an ancient underwater realm located in the grand chasm which borders the underdark. It is city of great arcane knowledge and psionic powers.
Slyvarians are a odd race compared to those of the surface world, they worship their patron queen Tamion the ruler of the throne of Verask as a god and follow her orders to a fault. Slyvarians had allied themselves with the Merfolk for many centuries and the two races traded freely with each other This was until a great corruption spread from the underdark into their realm.
During this time many of the Slyvarian's and Merfolk banded together to stop the spread of the corruption. Several groups of Slyvarians had become corrupted by madness trying to ward of the evil energies, due to this Queen Tamion separated the city into four districts in which only certain Slyvarians were allowed to dwell. The northern district was known as Arcanos this was were the magic scholars and arcane researchers lived, the Karasism was the southren district was were the royal palace and nobles lived. Dusktorin also known as the dark or cursed district lies in the east, it was were the city stopped the evil from leaving the underdark, the Slyvarian here are known as "The Changed Ones" they known to show signs of madness and sometimes can often resort to cannibalism. To the west lies the district of Psioani or known simply as the "District of Thought" this is were the Slyvarians of great psionic power lived.
Slyvarian names are often simple or very complex depending where they come from. In some cases they will adopt nick names to make it easier to communicate with members of other races.
Male: Drukt, Sard, Sult, and Tahmal
Female: Aurangaul, Ralayn, S'venchen, and Shuluth
Slyvarians are know as the deep dwellers or the forgotten ones, creatures who live inbetween the darkest ocean depths and the underdark.
Ability Score Increase. Your Constitution score increases by 2
Age. Slyvarians reach adulthood around 20 years old and can live you to 3000 years
Alignment. Slyvarians are very alien to those of the surface world, they worship their queen with out falter and will do whatever it takes to protect their homeland they tend to be lawful good. some however have darker engenders, they plot to gain as much power for themselves they are often lawful evil and for those touched by the psionic waves from the underdark are often chaotic neutral
Speed. Your base walking speed is 30 feet. You also have a swim speed equal to 40 feet
Deep One Vision. Accustomed to environments mostly dimly illuminated by deep sea creatures and plants, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of gray. Also Slyvarian's are able to see perfectly in water with out any penalties.
Camouflage. Your skin can change colour tones granting you proficency in stealth. Also you gain advantage on stealth checks to hide in mud, dirt, plants, soot, and other naturally occurring materials.
Denizen of the Deep. You can breathe in both air and water normally. In addition, you are resistant to psychic and force damage.
Languages. Sylvan, Aquan, common
Subrace. Slyvarians have four subraces depending on which city district they come from. The four districts are Northern, Southern, Western and Eastern.
Ability Score Increase. Your Intelligence and Wisdom scores increase by 1
Ancient Arcane Knowledge. You gain Proficiency in Arcana and History Skills.
Magical Translator. Once per day you can cast the comprehend languages spell with out needing material components.
Southern(Royal or Noble)
Ability Score Increase. Your Charisma score increases by 2
Noble Speaker. You gain Proficiency in Deception and Persuasion skills.
Master Of Language. You can speak, read, and write one extra language of your choice.
Royal Allure. You can target one humanoid or beast that you can see within 30 feet of you. If the target can see the you, it must succeed a Wisdom saving throw equal to 8 + Charisma + Proficiency bonus or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can . Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 2 hours or until you die, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target 's saving throw is successful, the target is immune to the Allure for the next 24 hours and now knows that you tried to magically charm it. Once you use this ability it cannot be used again until you have had a long rest.
Ability Score Increase. Your Strength and Dexterity scores increase by 2
Devour Brain. Because of the Illithid's psionic influence and the seeping corruption that has affected their minds, Slyvarian's of the western district must at least once a week consume the brain of a sentient living creature or at least 4 non-sentient creatures. As you consume the brain of another creature, you briefly interface with its mind. After doing so, you learn at least one piece of useful information the creature knew. If it was not dead, using this ability (obviously) kills the creature.
Fearless Insanity. Because of the environment that you have lived in you have lost your sense of fear. You have advantage against all fear effects and charm effects.
Madness(DMG Variant Rule). If your Dm decides to use the sanity stat from the Dungeon Master Guide, you have a -4 to Sanity.
Arm Blades. The corruption that you have lived around for so long has mutated your body slightly. You have large blades protruding from your arms granting you proficiency with unarmed attacks. They now deal 1d6 slashing damage instead of 1 bludgeoning. Additionally you gain proficency in the intimidation skill.
Ability Score Increase. Your Intelligence score increases by 2
Enhanced Mind. You gain Telepathy of 30ft
Strong Mind. You gain immunity to Psychic damage
Psionic Screech. Once per long rest, you can release a deafening psychic screech in a 15ft cone as an action, all creatures in the cone must make a wisdom saving throw equal to 8 + Intelligence + Proficiency bonus or take an 2d6 psychic damage and have disadvantage on their next action, creatures that fail by 5 or more are deafened for 1 minute.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ ″||+ 2d8||100 lb.||× () (1d12)×lb.|
When creating a Slyvarian 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.
|1||You have caught the attention of a dark god. You can feel it watching you, coldly and distantly. Sometimes it calls to you in your dreams.|
|2||Your family has always served the queens orders to a fault, but you have decided to follow your own path and were cast out from your family.|
|3||You are renowned as a great scholar and envoy to the Slyvarian race and often take the most difficult tasks upon yourself.|