Valhalian (5e Race)

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Valhalian[edit]

Valhalians are a race typically found in mountain or volcanic terrain. They are a hardy and stubborn race bread and raised for combat honor and power are their largest motivators.

Valhalian Names[edit]

Most Valhalian names are given after they return from trials and are given according to there strengths during they're trial. Examples include names like Ironhide for enduring and pushing on or berzerker for fierce battle prowess.

Valhalian Traits[edit]

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Valhalians go through the trials at the age of 14 and at 16 (if they survive the trials) return to be given they're name and becoming adults.
Alignment. Valhalians tend to be good more often then not seeking valor and honor in combat but few become evil seeking power and fame.
Size. "Valhalians are larger and beefier then they're close human counterparts typically standing from 6ft up to 12ft. Your size is Medium."
Speed. Your base walking speed is <50> feet but can't swim.
Dark vision. Dark vision out to 60ft
Hardened flesh. Add con modifier to ac due to the battle hardened skin that protects their innards.
No retreat No surrender. Gain advantage when attacking melee to melee but lose it entirely if you disengage from any melee encounter.
Survival instincts. You have proficiency in survival and perception
Languages. You can speak, read, and write Common, celestial, and one other language of your choice.

<Core Lich subrace>[edit]

Ability Score Increase. Your Charisma increases by 2 and Intelligence by 1.
Phylactery Core. Becoming a Valhalian Lich you gain a phylactery in the form of a magic core that powers your new found form and hungers for combat. It feasts upon your kills creating essence to power itself (3 essence pr kill boss=DMs descretion).

When you drop at or below 0 hp your body shuts down and core goes dorment it uses the last bit of energy left to protect itself gains +1 ac pr 5 essence and 5 successful hits to destroy.

At the second round if the core (and sub core's if unlocked) has not been destroyed it powers back on consuming 15 essence and reanimates you at 1/2 health on your main core or at any sub core you have. The subcore starts to shake rapidly and starts forming the body around it finishing in about 12 seconds (2 rounds).

If destroyed while in dorment state unleashes a backlash of magical energy shattering all objects on the body doing a mix of piercing and magic damage out to 60ft around the core equal to the amount of essence left before shutdown x1 pr 3 levels.
Core Armor. Lose ability to wear armor instead ac becomes 15 +1 ac pr lvl.
New Form. Many changes come with your new found form changes are as follows. Dorment - doesn't have to sleep, eat, or breathe but must go dorment for 2 hours to receive long rest benifits. While in dorment state the core mends the armor restoring your hp. Proficiency increase - every 3 lvls gain +1 proficiency or +1feat. Core Armor - lose Hardened Flesh trait and ability to wear armor.
Essence Thresholds. When essence thresholds are met you gain an aura with bonuses from your core phylactery as follows 5=+5ft to speed/aura distance 10ft 10=+2 ac 15=+3 to hit/aura distance 15ft 20=Damage bonus equal to proficiency. 25=subcore amount 1 (allies carrying subcore/s gain aura bonus)/aura distance 20ft 30=Immunity to mind control effects 40=Spell resistance 50=x2 numerical value of bonuses i.e. +4 ac instead of +2 (does not include aura distance or subcore amount) 75=subcore amount 2/aura distance 25ft 100=x3 numerical value/unlocks Final Contingency
Final Contingency. You cause your core phylactery to implode on itself doing damage equal to your remaining essence to all in a 60ft area. If you have an intact subcore you can revive at it as normal but with only half your essence.

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