Ancestries of Krynn Homebrew Strea, 11/12/2020

Kagonesti

Of all of the Elves of Krynn, Kagonesti are those most bound and at home in her wildlands – in the crags of mountains, in the marshlands, across the plains and in the deep forests. They see every natural thing from insects, to animals, to clouds, and to stones as being things possessing spirits – and they honor those spirits above all else. All Kagonesti possess unique body tattoos, representing the spirits that favor this Elf in particular, their families, region, etc.

Ability Score Increase. Your Wisdom score increases by 1.

Spirit of the Wilds. Using sounds, gestures, and an empathic sense, Kagonest elves can communicate with small and smaller beasts, as well as creatures the Dungeon Master might consider spirits of such creatures. 

Ancestral Hunter. Kagonesti are proficient with shortbows, longbows, shortswords, and spears. They also gain proficiency with the Survival skill.

Commune with the Land. Kagonesti elves are proficient with either the Nature or Survival skill.

Qualinesti

Of all of the differing Elven cultures on Krynn, the Qualinesti are by far the civilization most in contact with the other ancestries that dominate the world. Natural born diplomats, explorers and even many arcane caster hail from Qualinesti families.

Ability Score Increase. Your Charisma score increases by 1.

Speakers of the Sun. You gain proficiency with either Persuasion or Deception.

Elven Insight. You gain proficiency with the Insight Skill.

A Friendly Face. You can cast the friends cantrip. This uses your Charisma is your relevant casting score.

Silvanesti

The Silvanesti are seen by even other Elves as deeply cold and aloof, almost untouchable and sometimes ethereal. They are all of the best and the worst of the Evlen peoples, and even see themselves as the superior of any and all other peoples – even their fellow elves. 

Ability Score Increase. Your Intelligence increases by 1.

Arcane Birthright. You may select and gain access to a single cantrip from the sorcerer or wizard spell list. Intelligence is your relevant casting score.

Studious Upbringing. You gain proficiency in the Arcana skill.

Superior Elven Warfare. You gain proficiency in rapiers, longswords, lances, and longbows.

Dargonesti 

The sea Elves of Krynn are cousins of the surface elves, and are even somewhat distant from each other. Specifically the Dargonesti are isolationists par none, even more secluded than the most arrogant or aloof Silvanesti. Proud and deeply secular, having been so far removed from their Dimernesti siblings that their language has even completely evolved away from theirs.

Ability Score Increase. Your Intelligence score increases by 1.

Deep Elf Magic. You gain the ability to cast the dancing lights cantrip. This uses your Intelligence Is your relevant casting score.

Alternate Form. As an action, the Dargonesti can change their appearance and shape, taking the form of a medium sized dolphin. In this form they can speak freely to other sealife as per the speak with animals spell, but can no longer speak any language normally spoken. They lose their land speed and any climb speed they normally have (or from magical spells/items), but double their current swim speed.

Surface Sensitivity. Deep Elves must spend at least one hour every day submerged totally in water or else risk exhaustion. After one day they must make a Constitution saving throw with e DC of 10. Every day they spend without being submerged at least 1 hour in water increases the DC by two. They gain a level of Exhaustion every time they fail a save.  

Deep Elven Speed. In addition to the walking speed common to Elven kind, Deep Elves also have a 30 foot swim speed.

Dimernesti

Hot blooded and curious, the Dimernesti remember a time before, when the Depp Elves were one and often had close relations with their surface cousins. Other surface dwellers intrigue them, and so they are very eager to explore outside their oceans and hidden villages.

Ability Score Increase. Your strength score increases by 1.

Deep Elf Weapon Training. You gain proficiency with nets, spears and tridents.

Alternate Form. As an action, the Dargonesti can change their appearance and shape, taking the form of a medium sized otter. In this form they can speak freely to other sealife as per the speak with animals spell, but can no longer speak any language normally spoken. They lose half their land speed and any climb speed they normally have (or from magical spells/items), but gain a 10 foot increase to their swim speed.

Surface Sensitivity. Deep Elves must spend at least one hour every day submerged totally in water or else risk exhaustion. After one day they must make a Constitution saving throw with e DC of 10. Every day they spend without being submerged at least 1 hour in water increases the DC by two. They gain a level of Exhaustion every time they fail a save.  

Deep Elven Speed.  In addition to the walking speed common to Elven kind, Deep Elves also have a 30 foot swim speed.

Breath Water. Deep Elves breathe water as easily as they breathe air- regardless of fresh or saltwater. 


New Background: Dark Elven Banishment

Unique to the elves of Krynn, evil tendencies are frowned on deeply in such an extreme manner that their cultures have all at least this singular practice in common – the total branding and banishing of criminals who become Dark Elves. Murderers, practitioners of forbidden magic, worshipers of Takhisis, and traitors to the Elven Nations when captured alive are subjected to a ritual branding; this marks them forever as untrustworthy to other Elves, and to forever be without country and without a People. It is rare, but possible, to return to fold – but few have ever done it and fewer have inspired stories of redemption.

Elven Ancestry

Kagonesti

You gain proficiency with Herbalism kits, and one common language of your choosing. You also begin with a hand drawn map of the region, as you have rarely ventured outside your home region. Kagonesti Dark Elves find their tattoos are twisted and almost horrific to look upon.

Qualinesti

You gain proficiency with Poisoner’s kits, and one common language of your choosing.

Silvanesti

You gain proficiency with Herbalism kits, and once common language of your choosing. You also gain a chain which was once a lustrous platinum, not a blackened worthless metal that whispers your crimes. If discarded, the whispers grow louder until the chain is reclaimed.

Dargonesti

Your Alternate form feature now turns you into a shark instead of a Dolphin. You gain a bite attack of 2d4 plus your strength, and you no longer can speak to sea life. You gain proficiency in any three martial or simple piercing weapons of your choosing. 

Dimernesti

Your Alternate form feature now turns you into a shark instead of a Dolphin. You gain a sting attack of 2d4 plus your strength, and you no longer can speak to sea life. You gain proficiency in any three martial or simple piercing weapons of your choosing. 

Skill Proficiencies You may gain any one skill of your choosing that you are not already proficient with. No two Dark Elves are alike, certainly rarely are their circumstances or means of survival the same once banished. You also gain proficiency in the Intimidate skill.

Equipment There is no specific equipment common to Dark Elves, but rarely are they stripped of their legal property if it is not a great danger to others. A Dark Elf of Krynn gains an extra 75 gold to spend at character creation but it must be in common, simple items (not armor or weapons). 

Feature: Cast Out and Name Forgotten

Dark Elves are social pariahs unlike any other, and thanks to that they are met often with open hostility (though rarely with aggressive force). Other Elves of your Ancestry always begin as Hostile to you when you enter into a social situation with them. However, you have advantage against them in any attempts made to intimidate them. Dark Elves also often have forbidden ties back to their homelands in the form of loved ones or distant relatives unable to accept the decision to banish them. If any such NPC becomes available, they begin as friendly and you have advantage to use Deception or Persuasion on them at the DM’s discretion. 


Kender

Kender are the ‘Halflings’ of Krynn, in many ways seen as an equal force for Good as they are for Chaos. Many Kender struggle with the ideas behind personal property and space, given their culture simply doesn’t use such things given their natural, almost child-like, innocence. Close minded folk dislike and hate Kender- seeing them as at best freeloaders – at worst thieves. Many folk see them as essentially lazy, and unskilled. Elves typically get on best with Kender, who see them as almost Fey-like in their innocence. Gnomes typically adore Kender curiosity, which rivals their own. 

Size. Kender average between 3 and 4 feet in height, but there are some rare gifted Kender who become near to 5 feet tall.

Speed. Your base walking speed is 25 feet.

Age. A Kender reaches adulthood at the age of 20 and is usually overtaken with a sense of wanderlust. Kender often live long and healthy lives, sometimes well past a second century.

Alignement. A Kender typically tends toward neutrality. They actually look poorly on thieves, and follow laws to the best of their ability unless they see those laws are cruel or unjust. It is incredibly rare to find evil Kender.

Ability Score Adjustment. Your Dexterity increases by 2, and any other ability score of your choosing increases by 1.

Taunt. You are proficient in the Deception skill. In combat you may take an action to taunt a foe with which you share a language. You may roll your Deception against their Insight, and if you win, they must take some offense action against you on their next turn, even if it means provoking an attack of opportunity or not finishing off a hated foe. The taunt ancestry feature can only be used once per short rest, and only once on a specific creature every 24 hours.

Lack Of Focus. Kender find it difficult to keep their attention on any one thing at a time. If forced to make a concentration check to hold to a spell, this check is made at disadvantage.

Fearlessness. Kender arte immune to fear in all its forms, both natural and magical.

Languages. Kender speak, read, and write in Common and Kenderspeak.


Gnomes

Gnomes of Krynn are actually very unlike the Gnomes of other Worlds. Creatures of pure chaos and curiosity have led them to be almost mad builders of advancement in whatever field they apply themselves too.Gnomes of Krynn at an early age all adopt a Life Quest, which typically guides their actions and decisions until such a quest is completed, and verily is a Life Quest ever completed; there is always a more powerful engine, always a bigger mountain to explode, always a mystery of efficiency left to solve. Gnomes of Krynn are obsessed with magical and mundane machines, the forces that power them, and the results must be measured. A Gnome rarely thinks about if they should ever do anything – only single mindedly pursuing what the limits of what they can do.

Ability Score Increase. Your Intelligence increases by 2, and your Dexterity increases by 1.

Age. Gnomes age at the same rate as humans do, until the age of 40. From there, they may live to be between 250-500 years old.

Size. Gnomes tend to stop growing around the 3 foot mark, and at most tend to weigh about 45-50 pounds.

Alignement. Unsurprisingly, the deeply studious culture of the Gnomes typically push them towards lawful ways of life – however to embrace the chaos of scientific achievement can be very tempting. Gnomes typically see themselves above simple “good’ and “evil”, but to what lengths they will pursue their Quest informs such natures. 

Speed. A Gnome's base walking speed is 25 feet.

Guild Affiliation. All gnomes gain a second background, and it is always Guild Artisan. They do not gain the Equipment (except the artisans tools), but all the Features, Skills, Language, and Tool Proficiencies. 

Languages. Gnomes speak, read, and write in Gnome and Common. All Gnomes may also speak one additional language from the following list;Dwarven, Ergot, Ogre, and Solamnic.


Irda, High Ogres

The Irda are rare and reclusive, few surviving the end of the Fourth Age where their civilizations were destroyed by Chaos. They fled the Dark Queen and turned to the worship of Paladin, and very rarely since the dawn of their people have they embraced Darkness. Irda are typically loners, even among their own people, and look down on the other people of Krynn as being misguided children. When they do form bonds with others, they do tend to come around and see the best and worst in people in equal measure.

Ability Score Increase. Your Intelligence increases by 2, and your Charisma by 1.

Size. Irda are medium sized humanoids, typically growing to quite tall heights between 6-7 feet. They are slightly built most often with skin tones between midnight blue and the deepest ocean greens.

Age. They age as Elves do, though their uppermost life expectancy is double at around 1,500 years of age.

Speed. Irda have a base walking speed of 30 feet.

Alignment. Urda are deeply lawful and mostly good, though some drift towards lawful and neutral. Irda who have turned to evil are incredibly rare.

Darkvision. Accustomed to the cavernous caves and deep forests of the hidden places in the world, the Irda have superior vision in dim and low light situations. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of gray.

Change Shape. As an Action you can change your shape to appear like any other humanoid you have seen in the past of small, medium or large size. This does not change your statistics, or offer reach in combat. It is purely cosmetic, and nearly perfect. You can easily adjust size and weight, hair colour, eye colour, and any other feature such as scars or even the appearance of old wounds. This does not alter your clothing or gear, and it can only be used three times per long rest.

High Ogre Magic. All high ogres have the power arcane flowing through them. You know the dancing lights cantrip. At 3rd level you can cast the spell detect magic once with this trait and regain the ability to do so after a long rest. When you reach 5th level you can cast see invisibility. Intelligence is your spell casting ability for these spells.


Half Ogres

Half Ogres are wanderers, mercenaries, adventurers and traveling merchants – their unique upbringing rarely allows for them to put down roots for long, before either wanderlust or some aspect of their parentage catsches to them. Not evil by nature, Half-Ogres are the best and the worst of their parents. Ogres see them as too small to be true Ogres, and the other peoples of Krynn tend to take each half ogre by their deeds and measure them on their merit. Because of this, half ogres often feel they need to try even harder to make a life themselves. 

Ability Score Increase. Your Strength increases by 2, and your Constitution increases by 1.

Size. Half Ogres are Medium sized creatures who typically stop growing at 6 and ? to 7 and ? feet in height.

Alignment. The most biased people see half ogres as they see ogres, but most are open minded enough to see that half ogres are not more likely to turn to Darkness or Light as any other person in Ansalon. They do tend towards the more chaotic side of things, as their time wandering about the realms keeps them concerned more with the here and now than with laws.

Age. Half ogres tend to reach adulthood physically a bit earlier than human, usually hitting adulthood at 17-19 years of age. They rarely live longer than 70 or 80 years.

Speed. Your base walking speed is 35 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of gray.

Natural Armor. You have thick and powerful skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Heart of a Wanderer. Half Ogre’s are deeply adaptive to the role of a wanderer or traveler. You gain proficiency in two of the following skills of your choice: Animal Handling, Athletics, Insight, Persuasion, Survival.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */