House Amarillis - House of the Harpy

From Kronopolis and the Flat Plane

General


"The Amarillis bloodline is long and well known, however as a House, it is fairly newly established. The families within has until receiving a safe haven in Kronopolis, by the Emperor, dwelled in secrecy, hidden from the civilized eye.

Many Houses, cities and empires have a deep hatred for House Amarillis, as they should. Many men, women and children have fallen by the blade, arrow or spell of a hired Amarillian assassin."


Features

Ability Score Increase

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.

Amarillis Skills Training

  • Choice of one skill from the following list to be proficient with:
Acrobatics
Alchemy
Athletics
Coercion
Deception
Geography
Insight
Investigation
Perception
Society
Sleight of Hand
Stealth

Amarillis Trance

  • The hunt brings tranquility, to focus ones mind and meditate on a single objective. While tracking a target you may engage in Decadent Trance.

Contracts & Contacts

  • When you reach 3rd level, you may as a bonus action, teleport up to 60 feet to an unoccupied space you can see, which you normally could move to without obstruction. Both the space you teleport from and the space you teleport to must be in dim light or darkness. This can be done once per long rest.
  • When you reach 5th level, you may as a ritual cast Locate Creature for a specific creature if you have something that belongs to it. You may also cast Sending, which is primarily used by Amarillis members to receive or complete contracts. One of these spells may only be cast once per long rest.
  • You also have a good idea of where to find contracts in new places. Where and who to look for.

Properties

Statistics

Size  Height  Weight  Base Speed
Medium 5-7 ft. 90-130 lbs 30 ft.

Lifespan

Childhood Adolesence Adulthood Old
0-34 years 35-99 years 100-499 years 500+ years

Ability Scores

DEX  PER  STR  CON  INT  WIS  CHA  Luck
11 11 8 10 11 12 13 12

Ancestry

Alv

"Alver, or elves in common, are a species of immortal beings whose ancestry originate from the Fae Realms. From those estranged lands the elves ventured, and for this, the reasons are many and varied. Some elven societies lost their way, others their gods, some escaped the chains of faith and others to spread it further through the earthly planes. Uniting them is their searching for either solace and peace or adventure and dominion, after having to leave their sacred homes."

Fey Ancestry

  • You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

  • Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Staðrálv

"City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways."

Decadent Trance
  • Decadence and desire have corrupted their mostly pure hearted nature. City elves do not possess the natural ability to go into trance, instead they may either sleep and long rest as normal for 8 hours, or they may engage in an activity which stimulates one of their intense interests or excessive desire-seeking behaviours.
  • This activity is unique for each elf, however, they are usually closely aligned with their house affiliation. When engaged in an activity this way, it works as a sort of trance and over 4 hours time, you gain the same benefit as 8 hours of sleep.