Speiran (5e Race)
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Speiran resemble mere apparitions in the air. They are outlined vaguely by wispy lines of color that are nearly translucent and ethereal. These lines draw out a hollow shape, which is empty, and the face is undistinguished. They have flowing clothes and forms in general. Some people have described them as creepy due to their floating forms which are very hard to see until they're too close to get away.
Speiran are believed to be the children of the winds. They are supposedly the spirits of seafoam which were once children of earth or water. Upon committing selfish deeds, they were punished by being cursed to die and become seafoam. This would then be washed ashore and dried to nothingness, releasing them into the air. They long to have a body again, and many believe the way to achieve it is by doing good deeds. Then, by their own merit, the earth and seas may grant them some new body, from something as insignificant as a fish to a whole human. Speiran are creatures born of tragedy and hope. If they did not have the latter, then they would have disappeared upon release from the seafoam, becoming part of the mindless winds which know no names nor words.
Speiran are good-natured beings of the wind who try to do well and mean so. Where it is hot, they may come and bring cool winds. If a ship is moored, they may give it a breeze to start sailing. However, in large droves, speiran are indeed too much of a good thing, as they can bring destructive gusts in their excitement. Like all beings of wind, speiran are prone to whimsy and spontaneity. They want to help, yes, but not always in the wisest nor straightforward of ways. The irresistible urge to cause mischief also runs in their nature. They can be very two-faced, playing a joke on you one second, and cheering you up the next. As complex as this is, people generally regard speiran as benevolent, like minor trickster spirits looking for good fun.
Speiran use the Auran dialect of the Primordial tongues. They also know Common and are known to mix the airy syllables of Sylvan in as well when naming themselves after being freed from seafoam.
Male: Acheiri, Eulodeo, Heido, Nawath, Nywas, Oili, Sirwi, Toren
Female: Oseika, Fakeil, Feiral, Hysina, Ilossa, Lirtirra, Reasta, Yuil
A race of beings made airy to redeem themselves
Ability Score Increase. Your Dexterity and Charisma scores each increases by 1.
Age. Speiran, once in existence, do not age nor die. They are created fully sentient.
Alignment. Speiran hate to be lawful and love being chaotic. They try to be do-gooders.
Size. Speiran are rarely larger than a dwarf if ever. Your size is Small.
Speed. Your base walking speed is 25 feet.
Hover. 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.
Flammable. You are naturally more susceptible to damage from flames as a being of air. You have disadvantage on saving throws that would deal fire damage to you.
Magical Tricksters. Speirans have a natural affinity of pranks and tricks. At 1st level, you know one of the cantrips from the speiran Spell Table 0. At 3rd level, you can choose one spell from Spell Table 1. You can cast this spell once, without using any material components. You must finish a long rest to regain use of the spell. At 5th level, you can choose one spell from the Spell Table 2. You can cast this spell once, without using any material components. You must finish a long rest to regain use of the spell.
Whirlwind. Due to what you are made of, you can occasionally call upon the wind within you. As an action, you may create destructive energy in the form of a wind funnel in a 15-foot cone area. Each creature in the cone must succeed a Dexterity saving throw of DC 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 slashing damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your whirlwind, you can't use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common and your choice of Auran or Sylvan.
Random Height and Weight
|1′ 8″||+4d6||10 lb.||× (2d4) lb.|
*Height = base height + height modifier
When creating a Speiran character, you can choose spells from the following lists as you level up in accordance with the Magical Tricksters feature.
|Spell Table 0|
|Spell Table 1|
|4||speak with animals|
|6||tasha's hideous laughter|
|Spell Table 2|
|1||gust of wind|