The diversity of the people of Varris goes beyond the discrete racial categories discussed above. Not every elf has a distinctly "elven" appearance, not every human bleeds red, and not every dragonborn has access to a breath weapon. This "custom origin" option was created to account for this wide spectrum of physical traits, regardless of your character's heritage.
If you choose to create a custom origin character, you have access to a pool of 5 points to use on your physical features. These features describe your character's external appearance and internal anatomy. Whenever you would gain access to an Ability Score Improvement or a Feat while leveling up, you can instead choose to gain 1 more point to spend on a physical feature.
If you choose a custom origin character, your size is Medium or Small. You age at about the same rate as humans do. Your base walking speed is 30 ft.
Ability Score Improvement (Cost 1). Increase two different ability scores by 1 each, or one ability score by 2. You can spend up to 2 points total on this feature in character creation.
Elemental Blood (Cost 1). Many people of Varris have been affected by planar and elemental energies. Traces of this magic can be found in their blood, affecting its color and properties. Elemental blood by itself grants you a resistance to a certain damage type, as shown in the table below. Poison damage resistance comes with immunity to the poisoned condition. This feature can only be acquired once.
Blood Features. If you have Elemental Blood, you can acquire one of the features specific to its type for 1 point.
| Blood color and damage resistance | Blood feature | ||||||
|---|---|---|---|---|---|---|---|
| Metallic | Gold Fire | Silver Cold | Bronze Lightning | Copper Acid | Brass Fire | Platinum Radiant | Breath weapon Native terrain |
| Chromatic | Red Fire | White Cold | Blue Lightning | Black Acid | Green Poison | Metallic affinity Subrace trait | |
| Abyssal | Flame Fire | Ice Cold | Air Lightning | Force Acid | Death Poison | Shadow Psychic | Subrace trait |
Claws. Your claws are natural, finesse weapons that you are proficient with, which you can use to make melee weapon attacks. On a hit, you deal slashing damage equal to 1d6 +the ability modifier you used for the attack roll.
If you have Elemental blood, you can replace your claws' damage type with a damage type you are resistant to.
Innate Spellcasting. Spend 1 point to learn a single cantrip, or 2 points to be able to cast a 1st-level spell of your choice once per day. Your spellcasting ability for all innate spellcasting is Wisdom or Charisma (your choice).
Senses. Spend 1 point to gain darkvision (60 ft.) or increase its range by 60 ft., or 2 points to gain advantage on Perception checks using one sense of your choice.
Conditions. You can gain advantage on saving throws against a condition for 1 point, or become immune to it for 2 points. Choose one condition from the following: blinded, charmed, deafened, frightened, prone.
A label determines your character's "race" for the purposes of spells, class features, magic items, and how they are perceived by others.
At character creation, you choose one or two labels for your character. You can only choose a given label if at least one of the features you chose is a specific feature that can be found in that race's template. An Ability Score Improvement or darkvision are not specific features. If you have no specific features, you are a human. If you acquire any new features after character creation, you cannot select features associated with labels other than your own — for example, you cannot gain Elemental Blood or darkvision if you are a human — unless your character undergoes a physical transformation that your GM says allows you to change your racial labels.
If the race associated with your label has subraces or vairants (such as the dark elf), you can make your label more specific, ie. "gold day elf" instead of simply "elf".
Listed below are the 5e racial templates.
Dragonborn Elf Human TieflingIn ancient times, chromatic dragon tyrants ruled Varris. They were ultimately defeated by the Archfey and their elves, but some still remain. On occasion, a chromatic dragon has a half-dragon child with a minion of another race—over a few generations, a line like this morphs from half-dragons to dragonborn, typically once the character in question is no longer immune to the damage type associated with their chromatic ancestor.
Half-dragons still exist, though rare, and due to their direct ties to chromatic parents, they are not usually welcome in most settlements and tend to serve their draconic parent as minions, often along with their humanoid parent.
During the reign of the Varran Empire, its human wizards bound most chromatic dragons of Varris to their will. They experimented on the captured creatures, going as far as to have their humanoid slaves bear their children, creating the first half-dragons. Over time, those half-dragons were brought into Varran society in hopes of creating powerful wizards. The dragonborn that resulted from these experiments were seen as a sign of the might of the empire, as through by defying the natural order the Varra achieved something that was, to them, greater than even humans. However, many dragonborn struggled with how different they were from regular humans, even back at a time when they were thought of as great, despite their terrible origin.
After the Varran Empire was felled by rebels led by elven slaves, the dragonborn began being seen as worse than the remaining Varra — combining the traits of the hated chromatic dragons and an arcane origin, many humans and elves considered them unnatural, foul beasts. This was, of course, undeserved, as the dragonborn didn't have an inherent tendency towards evil like their draconic ancestors did. If anything, it was their poor treatment by the new human society that caused many of them to turn to where they were accepted —cults and bandit packs, both at the outskirts of humanoid civilization.
To say that dragonborn are vile, wicked creatures is a lie. However, to say that many of them have given up proving that belief false is the truth for many of these outcasts.
Not all is bleak for those with chromatic blood, though—some states and settlements have been attempting to break through their bias against them in recent years, whether it's out of the kindness of their hearts or for more pragmatic reasons. Change is slow and the future remains uncertain.
Dragonborn are easily recognized by their smooth, reptilian skin, typically of the color of their draconic ancestors, but sometimes of a more human-like shade. Their eyes are also brightly colored and reflective like the eyes of cats. Parts of their skin tend to be covered with scales, typically replacing body hair that other races might have. Rarely, dragonborn possess tails or small horns resembling those of chromatic dragons. Their faces are similar to those of elves—angular and noble, owing to their common ancestry.
All dragonborn share the following traits:
Age. Dragonborn mature at the same rate humans do but live a little longer on average, around 100 years.
Ability Score Increase. Your Constitution score increases by 2, while your Strength score increases by 1.
Size. Dragonborn are about the height of the humanoids they are descended from, usually with a more muscular build. Your size is Medium or Small.
If your size is Small, you can still use Heavy weapons with no drawbacks as long as you're proficient with them.
Speed. Your base walking speed is 35 ft.
Heightened senses. 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 can't discern color in darkness, only shades of gray. Additionally, you gain blindsight out to a range of 10 feet, meaning that your vision cannot be impeded by darkness, the blinded condition or other means of obscuring your vision.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines its damage type.
When you use your breath weapon, each creature in a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 12 + your proficiency bonus. A creature takes an amount of d6's of damage equal to half your level, rounded down, on a failed save, and half as
much damage on a successful one.
After you use your breath weapon, you can't use it again until you complete a short or long rest or if you receive healing for more than half your maximum hit points.
When you reach 3rd level, you can choose to use your breath weapon on either a 20 ft. cone or a 5 by 60 ft. line.
Additionally, every dragonborn gains the traits of their subrace: a resistance to one damage type, which is also used for their breath weapon, a tendency towards a specific alignment, and an +1 increase to an ability score. Dragonborn are also not affected by non-magical difficult terrain in a particular type of terrain.
The following table lists the features of each subrace:
| Color | Damage | Alignment | Ability | Terrain |
|---|---|---|---|---|
| Black | Acid | LE | Str | Swamp |
| Blue | Lightning | LE | Int | Desert |
| Green | Poison | LE | Int | Forest |
| Red | Fire | CE | Cha | Mountain |
| White | Cold | CE | Str | Arctic |
If you select the Dragonborn race, you can alternatively use the Drakon adaptations from the base Bludgeon rules. If you do, you will have to select a single element for your Dragon Breath in Character Creation.
| Chromatic Blood (You gain this on Character Creation) | Choose a scale color from the list below. It determines your subrace.
|
|---|---|
| Dragon Breath | While you have full Hp., you can use an Attack Action to cast a Cone 3 spell for 2d6 damage of the element of your subrace. (You must spend an Upgrade point for each of the following.)
|
| Reptillian Feet | Your clawed feet are accustomed to the environment of your draconic ancestors. You are unaffected by terrain effects related to the element of your subrace – for example, red dragonborn are not harmed by heated ground, and green dragonborn can move through thick foliage with ease. |
| Tough Scales | You gain a +[DSM] bonus to AC if you are not wearing armor. |
| Draconic Constitution | Choose one of the following status effects: Blinded, Poisoned, Slowed, or Staggered. You can use an Attack Action to nullify up to [DSM] stacks of the chosen effect. You can spend further Upgrade Points to add more status effects. |
| Intimidating Appearance | Whether it’s prominent horns, bone ridges on your face, reptillian eyes, or a strong build, your appearance startles others. You gain a +2 competency in Intimidate, but take a -1 penalty to your Persona Stat. |
If you are interested in finding out more about Elven culture rather than their physical features, check the Elven heritage for more information.
When the Archfey fought to reclaim the world from chromatic dragon tyrants, one of them, known as She Who Sees, sent her angel to enchant the eggs of a few chromatic dragons. Her fey magic transformed the dragons into a new, more powerful kind of creature—a metallic dragon. Chromatic dragons realized far too late that their own children were the Archfey's tool of destruction and were inevitably defeated. Over time, the metallic dragons, followers of their Archfey maker, lost their shapechanging capabilities and in their humanoid forms became known as elves. While their culture prospered undisturbed, the Archfey brought other humanoid races into the world from other, unknown planes. The elves taught them their arcane magic, which was soon turned against them as a human tribe known as the Varra rebelled against the other races and created their empire, which subjugated and enslaved other races.
After the collapse of the Varran Empire, the elves scattered. Some, called wild elves by humans, retreated to their ancient forests, like the magical Forest of Eyes in Getari, the sacred spring of their civilization, vowing to never live among humans again after the years of shame and enslavement they had endured. Others decided to put their race's past behind them and try to work with humans to create a world where they could live in peace with them and other non-human races — they are often called city elves. One might think that out of all the non-human races, the elves would stand out as those whom the human society of states like Getari would treat as their own, perhaps even revere them for their direct connection to the Archfey. It was also the elves who fought the most valiantly against the Varran Empire and the chromatic dragons before them, and while there is some degree of remembrance for those elven heroes, they are often forgotten about in favor of the humans who rose to power once the war was over due to their overwhelming numbers.
Many humans believe that the best role for an elf in a human-dominated society is that of a priest — their ancient ways are seen as more authentic to the teachings of the Ladies by some. Others argue that the elven and human ways of worshiping the Archfey have become so divergent that they should be treated as separate religions, with their own churches and priests — human churches for humans and elven churches for elves. This approach, however, is seen by many elves as an attempt to alienate them and they tend to oppose it. And while it is true that elves in general tend to be more devoted to their faith, having been created and, arguably, favored by the Ladies, many of them feel as though reducing them to the role of priests and scholars is little better than the Varran practice of sorting slaves into tasks based on race.
To most humans, the appearance of elves is striking — their imposing height, metallic-colored skin and eyes, as well as the sharpness of their androgynous features all inspire awe and sometimes even fear upon a first encounter. Elves whose draconic heritage runs deep have ears resembling those of their metallic ancestors.
The six distinct elven subraces are descended from the six varieties of metallic dragons. The traits of metallic dragons are often thought to be polar opposites of those of the chromatic dragons they are descended from, with elves taking after their metallic ancestors. This is largely a modern, human attempt to more easily label elves as something that they are often not. However, it is a common belief that elves are predestined by the Archfey who created them to have very particular strengths, weaknesses and preferences based on their subrace. Some elves treat them as divine talents, though most see it for what it is — stereotyping.
Copper, brass, and bronze elves, being numerous in Varris, are likely to be found in every corner of the continent, especially in Getari. As such, humans don't tend to think much of them. Many bronze elves have been employed as sailors and warriors for generations and, as such, many cities, especially coastal ones, entrust guard duties to them.
Gold and silver elves are less common than their copper, brass, and bronze kin, but still far from a rare sight. Many are encouraged to pursue priesthood due to their perceived close connection to the divine. While there is no evidence for that, it is a fact that many of them may face less bias while pursuing higher education, which they are likely to take advantage of, it they can afford it.
Platinum elves are a rare subrace of elves, thought to have emerged either from platinum dragons or some unique divine intervention. They are often marked by white skin and hair, with their eyes either being the color of platinum or, uniquely, one being silver and the other golden. This is thought of as a blessing from She Who Sees, the archfey responsible for creating elves, as the silver moon and golden sun are thought to be her two eyes, with which she watches the World. As such, platinum elves are sometimes revered as blessed with some special purpose or simply meant for leadership or guidance. Of course, many of them simply want to live their lives normally, but those who strive to climb the ranks of their communities find that their perceived blessing makes it much easier.
Some think of dark elves as a race distinct from other elves, but they have more in common with their more ancient kin than most day elves like to admit. In times of Varran expansion, an angel of the Archfey known as Enkhebet enchanted some elven eggs to grant them more potent arcane magic. She felt as though the elves were too passive and reliant on visions sent to them by the favored angel of She Who Sees, Ireshau, her longtime rival, and sought to teach elves faithful to her divination magic of their own. A famed temple was established where the oracle of Enkhebet and the wizard-priests who served her studied arcane magic under the angel's guidance. Many contemporary scholars claim that Enkhebet, seeking more power, eventually desired to become a deity. While her reasons are unknown, she opened a gate to the lower plane for herself and many of her elves, and, under the new name of Bethem, became the fiendish queen of a group of dark elves known as the maanen, recognizable by their stark white hair and gray skin.
Those dark elves who did not follow the fallen angel remained in Varris, but face much hatred and distrust from their fellow elves. Only six years after Enkhebet's fall, the elves of Varris were enslaved by the Varra due to their reduced numbers.
All elves share the following traits:
Age. Elves mature physically at the same rate humans do but their mental development never fully stops. They are considered adults around the age of 30 and live up to about 150 years.
Ability Score Increase. Your Wisdom and Charisma scores both increase by 1.
Size. Elves are generally taller than humans, owing to their draconic bloodline, ranging from the average copper elf being 5'11 to the average gold elf measuring 6'4 in height, while being generally slender. Your size is Medium.
Speed. Your base walking speed is 30 ft.
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 can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on Wisdom saving throws.
Metallic affinity. Owing to your draconic origins, you are proficient with any armor and shield made of the metal corresponding to your subrace. Additionally, any attacks you make with weapons made of that same metal gain a +2 bonus to hit.
Additionally, every elf gains the traits of their subrace: a resistance to one damage type, a tendency towards a specific alignment, a +1 increase to an ability score, as well as a unique trait gained at 3rd level.
The following table lists the features of each elf subrace:
| Metal | Resistance | ASI | Trait |
|---|---|---|---|
| Brass | Fire | Cha | Pacify. You know the friends cantrip. Additionally, you you can cast the sleep spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. |
| Bronze | Lightning | Con | Adaptable. You gain a climbing or swimming speed of 30 ft. (your choice). If you choose a swimming speed, you can breathe in both air and water and if you choose a climbing speed, you gain resistance to damage from falling. |
| Copper | Acid | Cha | Mimicry. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check, the DC for which equals 10 + your proficiency bonus. |
| Gold | Fire | Int | Arcane Talent. You learn the prestidigitation cantrip and one other wizard cantrip of your choice. |
| Platinum | Radiant | Wis | Her Blessing. Whenever you are in moonlight, you gain a +2 bonus to AC and all saving throws. Whenever you are in daylight, you have resistance to psychic damage and gain a +1 bonus to any spellcasting DC you have. |
| Silver | Cold | Wis | Divine Talent. You learn the thaumaturgy cantrip and can cast the bless spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. |
The features below reflect the dark elves of Varris, not their kin on the lower plane, known as the maanen. Dark elves gain all traits of a day elf of their subrace save for their alignment leaning, Darkvision, both the Ability Score Increases and their subrace's 3rd-level trait, which are replaced with the following:
Alignment. Dark elves lean towards neutrality in alignment rather than good, so the average silver dark elf might be Lawful Neutral instead of Lawful Good.
Ability Score Increase. Your Wisdom, Intelligence, or Charisma score (your choice) increases by 2.
Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Spellweaver's Magic. You know the prestidigitation cantrip and you can cast the faerie fire spell as a 1st-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 3rd level, you can also cast the darkness spell with this trait; you regain the ability to cast it when you finish a long rest. Your spellcasting ability for these spells is whichever ability you increased with your ASI.
| Metallic Blood (You gain this on Character Creation) | Choose a metal from the list below. It determines your subrace.
|
|---|---|
| Fey Favor | You have 1d6 Advantage on saves against Drowsy and Sleep. |
| Lunar Attunement | If you rest in a moonlit area, your natural healing is doubled. |
| Metallic Affinity | You gain a +2 bonus to Attack Rolls to hit with weapons made of the metal of your subrace. |
| Stronger Together | If an ally you can touch were to suffer damage of a type you have resistance to, you can use your Reaction to grant them your resistance against this one instance of damage. |
| Dark elf | You are descended from a group of elves enchanted by Enkhebet, the fallen angel of the arcane, in ancient times. You are nocturnal. (You must spend an Upgrade point for each of the following.)
|
Humans have been the most common race on the continent since the Varran age, but they are not native to it, or the world as a whole. They were brought into it by the powerful Archfey along with several other humanoid races, all hailing from home worlds that they no longer remember. Some humans believe that they are, in fact, native to Varris and that the Archfey created them to rule over it. Other view the Ladies as favoring the elves and turn to dragon or fiend worship. Most, however, are not concerned with where they came from and focus on where they can yet go.
There is no single "human" heritage for you to use. As a human, your character is most likely to live in one of the many kingdoms of Varris, like Getari, Scaenid, or Tisenya. The Varszi heritage allows you to connect your character to the broader identity of the continent, rather than a single country, though that label tends to exclude Tisenya. Additionally, many humans live on the Aisone and Madhdine Islands, and some lead the harsh lives of Highlanders, among the mountain-dwelling orcs. Humans also make up most of the Varran community, which is a minority in most Varszi states made up of the descendants of the wizards of the ancient Varran Empire.
When the Archfey first introduced a multitude of new peoples into Varris, the elves native to it could not tell them apart. To them, the difference between a human and a dwarf, halfling, or gnome was so marginal that they viewed them all as belonging to the same group of outsiders.
The core physical feature that unites dragons, fey, and fiends — the beings native to Varris, from which the dragonborn, elves, and tieflings are descended — is their elemental blood. The chromatic blood of dragons and their descendants springs naturally from the Material Plane. The metallic blood of elves is enchanted by the Archfey using magic from the upper plane. Similarly, fiendish blood is imbued with the elements in their purest and most unstable form. Following this distinction, a human is anyone who lacks elemental blood of any variety.
If you wish to play as a dwarf, halfling, orc, or any other race not native to Varris, you can use the human features listed below.
All modern humans have the following traits in common:
Age. Humans mature at the age of 20 and live around 80 years.
Ability Score Increase. Your Dexterity score increases by 2. Additionally, your Charisma score increases by 1.
Size. Your size is Medium or Small.
Alignment. Humans lean towards the Neutral alignment.
Evening the Odds. You gain proficiency with any two types of equipment (armor or weapons) of your choice. You gain a proficiency with one set of tools of your choice.
Social Animal. You gain proficiency in one of the following skills: Deception, Persuasion, Insight, Intimidation, or Sleight of Hand.
Archfiends are creatures who have committed an act of blasphemy so great that it offended the Archfey themselves and who possess such great power that they survived their retaliation and banishment to the lower plane known as the Depths, where they are trapped in an elemental chaos that has formed around them, spawning wicked fiendish minions who serve them. Many archfiends were once chromatic dragons who attempted to usurp more power for themselves through unnatural means and were punished for it, but some are fallen celestials, even angels.
Very little is known about archfiends and their minions, but most of those who follow them are outcasts, driven mad by some elemental power beyond their comprehension or control. Fiend cults are nothing new in Varris — they have existed for as long as the archfiends have. The origins of tieflings lie in the worship and summoning of fiends.
| 1d6 | Character's origin | ||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | The child of two tieflings, or a tiefling and a different humanoid. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 2 | The result of a curse placed on their parents. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 3 | The child of a humanoid and a fiend. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 4 | The descendant of an unknown archfiend. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 5 | The result of exposure to fiendish energy, for example through a planar portal or artifact. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 6 | The part (or side effect) of a pact with a fiend. |
| Element | Resistance | ASI | Trait |
|---|---|---|---|
| Flame | Fire | Cha | Burn. If you hit an enemy who stands on a horizontal surface such as grass or stone with an attack on your turn, you can use your bonus action to set the surface in a 10 ft. radius from them (including the space they occupy) or fire with a non-magical flame for 1 minute, causing any creature who enters the area or starts their turn in it to take 1d4 fire damage. A casting of thaumaturgy or similar magic causes one 5 by 5 ft. square of the caster's choice to cease burning. If you use this feature again while another area is already burning, the previous fire disappears as soon as you light a new one. |
| Air | Lightning | Int | Kinetic. If you hit an enemy with an attack on your turn, you can use your bonus action to move them by 5 ft. in any direction into an unoccupied space, provided that the space offers stable footing, such as grass, stone or a floor. When you reach 6th level, the maximum length of this movement increases to 10 ft. and at 9th level to 15 ft. |
| Death | Poison | Int | Decompose. If you reduce an enemy to 0 hit points on your turn, you can use your bonus action to cause all hostile creatures within 10 ft. of the target to take 1d6 poison damage. |
| Force | Acid | Dex | Gravity Magic. As a reaction to taking damage from an attack, you can pull the attacker down with your magic, reducing their speed by 10 ft. until the start of your next turn and dealing 1d6 force damage to them. If the target is flying or otherwise suspended in the air, they must make a DC 10 Constitution saving throw to avoid falling to the ground and taking the appropriate fall damage. If the terrain the target stands on deal damage or forces creatures to make a saving throw to avoid a negative effect, the target takes the damage or rolls the saving throw again whenever you use this feature. |
| Ice | Cold | Dex | Freeze. As a reaction to taking damage from a melee attack, you can freeze the air in a 10 ft. radius, dealing 1d6 cold damage to all hostile creatures in the area. |
| Shadow | Psychic | Cha | Shadow Path. As a reaction to taking damage from a melee attack, you can teleport up to 20 ft. to an unoccupied space you can see that isn't in sunlight. When you reach 6th level, the range of this teleportation increases to 30 ft. and at 9th level to 60 ft. |
You can use the Daitya adaptations found in the base game rulebook if you prefer them, or mix and match them with the adaptations below.
| Fiendish Blood (You gain this on Character Creation) | Choose an element from the list below. It determines your subrace.
|
|---|---|
| Black Sclera | You can see in the dim/dark lighting and can see through magical darkness. You gain a -1d6 Disadvantage to checks made to perceive anything in daylight. |
| Clawed Hands | While you are unarmed, each of your hands counts as a Swift weapon. |
| Elemental Explosion | Whenever you land a Critical Hit, you can apply any elemental effect of the element of your subrace to the target(s) of your Attack action. |
| Blend with Shadows | You have a +1d6 Advantage on Stealth checks made in dim/dark lighting. |
| Evershifting Tide | While making an Attack or Damage Roll, you can use your Reaction to replace your [DSM] bonus with a 1d6 Advantage to the roll. |
The diminutive, birdlike kinnara (feminine: kinnari) are native to the Aisone Islands and rarely have any reason to venture to the distant continent of Varris.
The kinnara are said to have been created by an angel's divine intervention, similar to the elves of Varris, centuries ago. Whether they were created by enchanting humans or birds is up for debate, as the kinnara combine the features of both with the spark of a divine blessing. Their feathers often have a metallic sheen, owing to their celestial origin.
Kinnara usually appear similar to Aisone Islanders, except for their distinct avian features. All kinnara have birdlike wings, though they are usually not large enough for flight. Most kinnara have wings attached at the hips, some at the waist or back. Some have birdlike tails, tiny wings sprouting at the sides of their face, or feathers covering their limbs. Their eyes sometimes have a soft golden or platinum glow.
All kinnara and kinnari have the following traits in common:
Age. Kinnara mature faster than humans do, reaching adulthood in their early teens, but tend to live longer than they do, 100 years on average.
Alignment. Kinnara lean towards good alignments. If they live in a society that reveres them as divine, they are likely lawful too.
Ability Score Increase. Your Wisdom score insreases by 2. Additionally, your Charisma score increases by 1.
Size. Kinnara are usually a little shorter and of a more diminutive build than humans, but many never grow past the size of a human child. Your size is Medium or Small.
Celestial Origin. You have a resistance to radiant damage.
Diminutive Wings. Though your wings are not large enough to enable you to fly, they do grant you multiple benefits, as long as their are not restrained or damaged. Your jump distance is doubled. You float on the surface of water, even if you lack a swimming speed. Opportunity attacks against you are made at a disadvantage while you are using the dash action.
Sharing Love. Whenever you recover hit points by means other than taking a rest, you can touch a willing creature other than yourself as a bonus action to grant it temporary hit points equal to the amount of hit points you received in healing. Additionally, whenever you recover the hit points of another creature, you yourself recover half as many hit points as the original target of healing, rounded up.
| Celestial Origin | You gain +1 Radiant resistance. This adaptation can stack. |
|---|---|
| Graceful Spin | You can use your Reaction to impose a 1d6 Disadvantage to an Attack made against you. |
| Bird Song | You gain +1 Competency with Vocal Talents, Storytelling, or Deceive. |
| Waterbird | You float harmlessly on the surface of water. Additionally, while swimming, you gain +Body Total tiles of movement. |
| Slippery | Gain +1 to Reflex. |
| Tender Care | When you heal an ally, you can additionally grant them [DSM] Temp. Hp. You can use this feature once per Combat Encounter, or once per hour out of Combat. |