General
"The youngest of houses, but the boldest by miles. Not only is combat and clothes done in style and fashion, their skillful business methods, trade ventures and companies are done with the same flair. An Aramas puts their soul into romance, fame and looks, outside appearance far outweighs the weights of stuffy feelings, such that trust and honesty for example, is for losers. War may be terrible, but it provides opportunity for heroic acts, and most of all attention, affection and acclaim."
Features
Ability Score Increase
- Your Charisma score increases by 1, and one ability score of either Strength, Dexterity or Charisma of your choice by 1.
Aramas Skills Training
- Choice of one skill from the following list to be proficient with:
Aramas's Trance
- An Aramas lives for passion and romance, seeking glory, affection and fame. An Aramas may engage in Decadent Trance, granting a long rest after 4 hours, when in situations of receiving intense attention and affection, like passionate courting or sexual relations.
Flashing Display
- You may as an action put on a dazzling performance with your weapons or magic. Creatures susceptible to intimidation (Up to the DM, most humanoids for example but not all fiends or giants) witnessing your display within a 30-foot radius must succeed against a Charisma (Coercion or Sleight of Hand) check contested by the target’s Wisdom (Insight) or become Frightened of you.
- The targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, they are then unable to be frightened by you for an hour. You can use this trait once per short or 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.