House L'Erendi - House of the Gates

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General


"The L'Erendi house operate mostly as individuals or in small groups, but their goals are clear, recover valuable assets for safekeeping. All L'Erendi members study history, geography and planar activity, which often includes the possible treasures or artifacts that may have been lost to time. They do not have the collective strength and organization of the other houses, as they reach only into the hundreds, but they are far from helpless, using many items and weapons they have recovered throughout their existence.

No member of the house will pass up an opportunity to visit a curio shop or some other purveyor of “antiques,” in the hope of discovering a long lost relic."


Features

Ability Score Increase

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

House Weapon Training

  • You have proficiency with the longsword, shortsword, shortbow, and longbow.

House Skills Training

  • Choice of one skill of your choice. You are also proficient with two languages of your choice.

L'Erendi's Trance

  • While researching and searching for old relics and artifacts, you may engage in Decadent Trance

Keepers of the Forgotten

  • You know the Message cantrip. When you reach 3rd level you can cast Detect Magic as a ritual. When you reach 5th level you can cast the Identify Spell as a ritual and with out need of any material components. You're well versed in the legendary relics, items and artifacts of the old civilizations and gods.
  • You can add double your proficiency bonus for Intelligence skill checks when examining, researching or remembering these artifacts.
  • You also have a somewhat good guess depending on where you are, where you may find more information.

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.