House Meritas - House of the Hawk

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General


"Arcane magic and divine mysticism is only one part of science not fully explored. Technology will achieve it, surpass it and integrate it and House Meritas will be damned sure they will be the ones who make that happen. Ships, airships, machines and clockwork, or maybe new exotic firearms, the Meritas will be the forefront of its invention. Slinging spells is left to the sad little magicians to waddle and dabble in. Merit trumps all; bloodlines, arcane talent, divine favor or other forms of nepotism, is outdated and foolish. Power comes from deliberation and knowledge."


Features

Ability Score Increase

House Weapon Training

  • You have proficiency with flintlock pistol, scatter pistol, light crossbow and hand crossbow.

House Skills Training

  • Choice of one skill from the following list to be proficient with:
Athletics
Acrobatics
Sleight of Hand
Stealth
History
Investigation
Medicine

Meritas's Trance

  • A Meritas finds solice in technology and constructs. While tinkering they may engage in Decadent Trance.

Tech-Dynasty

  • You gain proficiency with Tinker's Tools and may use them to tinker with firearms. If you gain martial ranged weapon training, you may pick from the Firearms list (proficiency in all Martial Weapons, yield proficiency in all Martial Firearms).

Arcane Allergies

  • The House of Meritas has long suffered by a disease limiting how much arcane energy they can surround themselves with. Casting any arcane spell deal 1 damage to you, which cannot bring you to 0 hp.
  • You also gain the ability to sense arcane magic within 5ft range, but each magical item enchanted with arcane magic within 5ft of you cause increasing detrimental effects.
Arcane Allergies Disadvantage Stages
Magical
Items
Disadvantage on
1 Smell (Perception) skill checks
2 Charisma skill checks
3 Sight (Perception) skill checks
4 Saving throws
5 Skill checks and attack rolls
6 You gain 1 point of exhaustion every minute.

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.