ta'er race dnd 5e

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RACE: TA’ER Ability Score Increase: +1 Intelligence, +1 Charisma Age: Typically live to between 110-150 years. Size: Medium Speed: 10 Feet, 50 Feet Fly Vision: Normal Vision Eagle Vision: Ta’er can see up to a mile away clearly enough to make out faces and recognize small or larger creatures. Poor Swimmers: Ta’er have disadvantage on Athletics checks to swim. Languages: Common, Giant, and Ta’er’i Oqaab o +1 Intelligence o Scavenger – If an ally succeeds on a skill check, you make your next skill check of that type at advantage. Keep track of this on a piece of paper. If you do not have this written down, you cannot use it. o The Oqaab are a vulture-like humanoid race of scavengers. They do not hunt for themselves, but rather consume the corpses of animals that they find. They have no true culture of their own, and when introduced to a new culture, find they adapt to it very quickly. Most of them live among the Saqir, though a few have found a home among the Oriasi. Saqir o +1 Charisma o Legendary Inspiration – A Saqir can grant Inspiration once per day to an ally. This I nspiration cannot be used to purchase a skill feature. In

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A homebrewed avian race for DnD 5e.

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Page 1: Ta'er Race DnD 5e

RACE: TA’ER

Ability Score Increase: +1 Intelligence, +1 Charisma

Age: Typically live to between 110-150 years.

Size: Medium

Speed: 10 Feet, 50 Feet Fly

Vision: Normal Vision

Eagle Vision: Ta’er can see up to a mile away clearly enough to make out faces and recognize small or larger creatures.

Poor Swimmers: Ta’er have disadvantage on Athletics checks to swim.

Languages: Common, Giant, and Ta’er’i

Oqaabo +1 Intelligenceo Scavenger – If an ally succeeds on a skill

check, you make your next skill check of that type at advantage. Keep track of this on a piece of paper. If you do not have this written down, you cannot use it.

o The Oqaab are a vulture-like humanoid race of scavengers. They do not hunt for themselves, but rather consume the corpses of animals that they find. They have no true culture of their own, and when introduced to a new culture, find they adapt to it very quickly. Most of them live among the Saqir, though a few have found a home among the Oriasi.

Saqiro +1 Charismao Legendary Inspiration – A Saqir can grant Inspiration once

per day to an ally. This I nspiration cannot be used to purchase a skill feature. In addition, once per day, a Saqir may, as an action, grant 10 temporary HP to all allies within a 10 foot radius.

o The Saqir are a friendly race of humanoid avian. They are extremely loyal and open to those they call friend, and can usually be trusted to honor their word. They build their cities high in the canopy of the Great Green so as to avoid conflict with the beasts that live below. They do not, however, consider these beasts enemies. The Saqir see

Page 2: Ta'er Race DnD 5e

themselves as wardens and sacred protectors of all creatures that live in the Green. The forest is considered a holy land by Saqir belief, and they make it their job to defend it. This belief system is built around a core structure known as the Six Great Trees, each representing a deeply held tenet of their religion. The Six Great Trees are:

All creatures are holy, and crafted in the image of the Maker. There is no good and there is no evil; all have their way, and all walk their own

path. Conflict is a manifestation of failure to understand. It is the duty of the able to defend the unable. The Maker sits above all, and reward those who adhere to the Trees. The Maker has his own beautiful, unknowable plan for the world, and those

who honor him shall live again in the world to further his plan.