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character:iblee:species [2023/05/11 10:38] – Cinder | character:iblee:species [2024/10/30 09:18] (current) – Cinder | ||
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- | =====Iblee the Ellgarhi===== | + | |
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+ | <WRAP centeralign> | ||
+ | =====Iblee the Ellgarhi | ||
+ | </ | ||
[[character: | [[character: | ||
- | **Ellgarhi:** \\ | + | <WRAP box> |
- | An amphibious race from a far away planet. The surface is always drenched in downpour leaving its inhabitance very hydrated. they come in various shades of Blue and Green depending on which side of the planet they live and how often the come on land. their skin is moist or even wet and cool to the touch. \\ Their bodies adapt to land or water within a few days. all they need to do is spend 2 days within their new environment and their limbs will transform to adapt. \\ | + | <WRAP centeralign> |
+ | ==== Ellgarhi / Lesser Aboleth ==== | ||
+ | </ | ||
+ | |||
+ | **Physical Appearance** \\ | ||
+ | An amphibious race from a far away planet. The surface | ||
The large portions atop their head are called Eggna. They are filled with organs that store fresh water, this keeps them hydrated even when spending large amounts of time in dry conditions. one who is badly dehydrated will find their head Eggna small and shriveled. | The large portions atop their head are called Eggna. They are filled with organs that store fresh water, this keeps them hydrated even when spending large amounts of time in dry conditions. one who is badly dehydrated will find their head Eggna small and shriveled. | ||
Outside their home planet they need to find ways to stay hydrated similar to a Loclath | Outside their home planet they need to find ways to stay hydrated similar to a Loclath | ||
- | **Physical Appearance** | + | <WRAP box left 25em> |
***Ability Score:** \\ Your Intelligence score increases by 2 and Your Wisdom score increases by 1. | ***Ability Score:** \\ Your Intelligence score increases by 2 and Your Wisdom score increases by 1. | ||
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+ | ***Creature Type:** \\ Your classified as a Aberration. | ||
***Lifespan: | ***Lifespan: | ||
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***Languages: | ***Languages: | ||
+ | </ | ||
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+ | <WRAP box right 25em> | ||
***Acid Resistance** \\ You have resistance to acid damage | ***Acid Resistance** \\ You have resistance to acid damage | ||
- | ***Amphibious** \\ You can breathe air and water | + | ***Limited Amphibiousness** You can breathe air and water, but you need to be submerged at least once every 8 hours to avoid drying out. You also have resistance to cold damage. |
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+ | ***Developed Eye** \\ Although Iblee has a single eye its far more advanced then most other creatures. \\ You gain +5 on Perception checks | ||
***Call to the Wave** \\ You know the Shape Water cantrip. \\ When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Inteligence is your spellcasting ability for these spells. | ***Call to the Wave** \\ You know the Shape Water cantrip. \\ When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Inteligence is your spellcasting ability for these spells. | ||
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//At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.// | //At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.// | ||
- | ==== Background Feat: Scion of Elemental Water==== | + | </ |
- | //Source: Unearthed Arcana 85 - Wonders of the Multiverse// | + | |
+ | </WRAP> | ||
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- | You’ve been exposed to the primordial magic of the Elemental Plane of Water, granting you the following benefits: | ||
- | ***Elemental Magic:** You learn the Thaumaturgy cantrip, using Intelligence, | ||
- | ***Wave Surge:** You can use a bonus action to create a forceful surge of water directed at a creature within 15 feet of you that you can see. The target must make a Strength saving throw; the DC for this save is equal to 8 + your proficiency bonus + the spellcasting ability modifier chosen for this feat, and a creature can choose to fail this saving throw. On a failure, the target is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). The water vanishes immediately after the creature succeeds or fails. You can create this effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest | ||