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{{Infobox|title=Drawin|image=Drawin-ai.png|data1=Plane of Amel|label1=Origin|data2=~ 80 years|data3=Up to 3 Feet|label2=Lifespan|label3=Size}} |
{{Worldbuilders}} {{Infobox|title=Drawin|image=Drawin-ai.png|data1=Plane of Amel|label1=Origin|data2=~ 80 years|data3=Up to 3 Feet|label2=Lifespan|label3=Size}} |
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'''The Drawin''' were a diminutive race of fluffy faced little guys. Though some believed they could be half-[[gnome]] half-[[dwarf]], or a subspecies of [[dogfolk]], their origins actually lay beyond the [[The Quelmar Great Wheel|Prime Nexus]] in the plane of [[Amel]]. |
'''The Drawin''' were a diminutive [[race]] of fluffy faced little guys. Though some believed they could be half-[[gnome]] half-[[dwarf]], or a subspecies of [[dogfolk]], their origins actually lay beyond the [[The Quelmar Great Wheel|Prime Nexus]] in the [[plane]] of [[Amel]]. |
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== Physiology == |
== Physiology == |
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The Drawin were generally all quite short, rarely growing more than 3 feet tall. Their bodies were covered in fur, with large beards common in all. It was common for powdered pigments to be rubbed into the face; different clans often denoted kin through dyed colours and designs. Most Drawin were born with a natural, innate affinity for magic and make powerful spellwielders, however their dense musculature meant they could certainly pack a punch. |
The Drawin were generally all quite short, rarely growing more than 3 feet tall. Their bodies were covered in fur, with large beards [[common]] in all. It was common for powdered pigments to be rubbed into the face; different clans often denoted kin through dyed colours and designs. Most Drawin were born with a natural, innate affinity for magic and make powerful spellwielders, however their dense musculature meant they could certainly pack a punch. |
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== History == |
== History == |
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Amel was originally a dangerous world full of gigantic beasts and apex predators, formed by the cruel blood god [[H'tuul (God)|H'tuul]]. The Drawin were created as a race of fluffy, adorable pray to populate the land; their death and anguish feeding the twisted being whose colossal form dominated the skies above. Often the small people would cry out in prayer beseeching the god for help, clueless that it was in fact the orchestrator of their suffering. |
Amel was originally a dangerous world full of gigantic beasts and apex predators, formed by the cruel blood god [[H'tuul (God)|H'tuul]]. The Drawin were created as a race of fluffy, adorable pray to populate the land; their death and anguish feeding the twisted being whose colossal form dominated the skies above. Often the small people would cry out in prayer beseeching the god for help, clueless that it was in fact the orchestrator of their suffering. |
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H'tuul would come to grow bored with the stagnant show, and decided to liven things up and bestow a fraction of their power upon the Drawin, after all what's better than dinner and a movie? However, the Drawin were an intelligent folk, and soon came to understand what was going on. Turning their attention away from primal survival they focused on vengeance against their true foe. Harnessing the blood magic gifted to them, they began ''drawin'' strength away from the god, syphoning it little by little. In a final dramatic confrontation the Drawin were able to slay H'tuul, before hollowing out its corpse and using it as a vessel to escape Amel for good. |
H'tuul would come to grow bored with the stagnant show, and decided to liven things up and bestow a fraction of their power upon the Drawin, after all what's better than dinner and a movie? However, the Drawin were an intelligent folk, and soon came to understand what was going on. Turning their attention away from primal survival they focused on vengeance against their true foe. Harnessing the blood magic gifted to them, they began ''drawin'' strength away from the god, syphoning it little by little. In a final dramatic confrontation the Drawin were able to slay H'tuul, before hollowing out its corpse and using it as a [[vessel]] to escape Amel for good. |
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The largest population still travel the [[Astral Plane|Astral Sea]] in the [[H'tuul (City)|H'tuuli Husk]] (now a thriving magical city) however it has become common for young Drawin to set out on their own for a time. Many are drawn to adventurous lives in larger nexus planes, such as [[The Quelmar Realm|Quelmar]] or [[Hyrule]]. Many eventually return home, but it's not uncommon for them to settle down in these realms. |
The largest population still travel the [[Astral Plane|Astral Sea]] in the [[H'tuul (City)|H'tuuli Husk]] (now a thriving magical city) however it has become common for young Drawin to set out on their own for a time. Many are drawn to adventurous lives in larger nexus planes, such as [[The Quelmar Realm|Quelmar]] or [[Hyrule]]. Many eventually return home, but it's not uncommon for them to settle down in these realms. |
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'''''Natural Affinity:''''' You know one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when creating your character) |
'''''Natural Affinity:''''' You know one cantrip of your choice from the [[Wizard]] spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when creating your character) |
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'''''Blood Born:''''' You have resistance to Necrotic damage. |
'''''Blood Born:''''' You have resistance to Necrotic damage. |
Latest revision as of 06:56, 17 August 2024
The Drawin were a diminutive race of fluffy faced little guys. Though some believed they could be half-gnome half-dwarf, or a subspecies of dogfolk, their origins actually lay beyond the Prime Nexus in the plane of Amel.
Physiology[edit | edit source]
The Drawin were generally all quite short, rarely growing more than 3 feet tall. Their bodies were covered in fur, with large beards common in all. It was common for powdered pigments to be rubbed into the face; different clans often denoted kin through dyed colours and designs. Most Drawin were born with a natural, innate affinity for magic and make powerful spellwielders, however their dense musculature meant they could certainly pack a punch.
History[edit | edit source]
Amel was originally a dangerous world full of gigantic beasts and apex predators, formed by the cruel blood god H'tuul. The Drawin were created as a race of fluffy, adorable pray to populate the land; their death and anguish feeding the twisted being whose colossal form dominated the skies above. Often the small people would cry out in prayer beseeching the god for help, clueless that it was in fact the orchestrator of their suffering.
H'tuul would come to grow bored with the stagnant show, and decided to liven things up and bestow a fraction of their power upon the Drawin, after all what's better than dinner and a movie? However, the Drawin were an intelligent folk, and soon came to understand what was going on. Turning their attention away from primal survival they focused on vengeance against their true foe. Harnessing the blood magic gifted to them, they began drawin strength away from the god, syphoning it little by little. In a final dramatic confrontation the Drawin were able to slay H'tuul, before hollowing out its corpse and using it as a vessel to escape Amel for good.
The largest population still travel the Astral Sea in the H'tuuli Husk (now a thriving magical city) however it has become common for young Drawin to set out on their own for a time. Many are drawn to adventurous lives in larger nexus planes, such as Quelmar or Hyrule. Many eventually return home, but it's not uncommon for them to settle down in these realms.
5e Stats[edit | edit source]
Drawin are small, intelligent, and highly survivable beings originally created by a cruel blood god. Eventually defeating their tormentor, they made their way to the stars in their god husk city. They're often jovial and mischievous, making for a fun addition to any adventuring party.
Ability Score Increase: Increase one ability score by 2, and increase a different one by 1.
Age: Drawin mature early around the age of 12, and have a natural lifespan of around 80 years. However, due to many spending their lifetimes traveling the astral sea, many lead a seemingly ageless life.
Creature Type: You are a humanoid.
Size: You are Small. It is rare to find a Drawin over 3 foot.
Speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common, Drawish.
Natural Affinity: You know one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when creating your character)
Blood Born: You have resistance to Necrotic damage.
Quick Learners: When performing downtime Research or Training, the required time for your activity is halved.
Little Guy: When hidden, creatures Large or larger have disadvantage on Wisdom (Perception) checks to find you.