House Shealynn - House of Horns

From Kronopolis and the Flat Plane

General


"Established long ago by fiends trying to seduce elvenkind to the Lower planes, however a union was instead tied, growing into what now is being called a fiend sanctuary.

The House protects the fiends, demons, fiendbloods and demonbloods from mortals, but also from the fiends trying to return the treacherous escapees.

Although they conform to lawfulness, their nature is far from such. The House's internal rule is continuously challenged and a new head of the House has been crowned thirteen times during the last fifty years. Queen Shaelara still lives, her age unknown, but she does not seek the seat of the House."


Features

Ability Score Increase

  • Your Constitution score increases by 1 and one ability scores of your choice by 1.

House Weapon Training

  • You have proficiency with the sickle, flail, glaive, and halberd.

House Skills Training

  • Choice of one skill from the following list to be proficient with:
Athletics
Arcana
Nature
Religion
Insight
Deception
Coercion

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.

Shaelara's Trance

  • Pain, death, torture, chaos. Fiendish nature has fiendish delights, which also lets you engage in Decandent Trance.

Shaelara Bloodline

  • You can speak, read and write Abyssal and Infernal. Starting at 3rd level, you can use your action to unleash the fiendish energy from the Shealynn bloodline, causing infernal fire to radiate from you, pouring out of your eyes and mouth.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, the infernal fire consumes in a 10-foot radius all light, causing darkness, which you can see through. You and each creature within 10 feet of you take fire damage equal to half your level (rounded up). Once you use this trait, you can't use it again until you finish a long rest.

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.