6. Races of the World of Vala
There is a multitude of unique races within The World of Vala. Each Race grants different bonuses and features to give you a unique role-playing experience. Players can play the following races: Ader, New World Dragon, Drakekin, Fae, Hadari, Human, Mandrake, Moogie, Siren, and Terratorn.
Mixed Races & Racial Trait Pool Table
While players can choose from the pre-established races, they may also choose to play a mixed-race character. While creating their characters, players will pull their traits from a pre-established trait pool. These traits will be chosen by chance. Each race will have 4 traits from its original list. Then players will roll 1d4 to determine which traits from the two diffrent races will be a part of their character. Player characters will receive 2 traits from one parent and 2 traits from another.
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1. Ability Score
2. Magical Body
3. Crystal Trail
4. Stalled Engine
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Not available for Mixed Race system.
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1. Ability Score
2. Cranial Horns.
3. Dragon Breath
4. Draconification
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1. Ability Score
2. Speed
3. Nature Incarnate
4. 1 Fae Subtype Trait
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1. Ability Score
2. Storm Conduit.
3. Elemental Resistance
4. Lightning Mastery
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1. Ability Score
2. Snowsight
3. Stealth Experts
4. Frost Breath
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1. Ability Score
2. Mandrake Pollen
3. Floral Rest
4. Plant
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1. Ability Score
2. Claws.
3. Soft Fall.
4. Cat Form
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1. Ability Score
2. Gills and Lungs
3. Calm the Tide
4. Aquatic Vision
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1. Ability Score
2. Celestial.
3. Celestial Wings
4. Communion
Racial Trait Chart
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Ability Score Increase. Your Charisma score increases by 2.
Age. Ader don’t physically age. Shortly after being born, they develop a physical body with their apparent age which they will have for the rest of their lives.
Size. Usually, Ader have a rather short stature. They typically are between the height of 4 to 5 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Magical Body. Ader do not need to breathe.
Crystal Trail. As an action, you create thorn-like crystals that advance towards a target. At the end of each of your turns that you concentrate on this trait, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a Dexterity contested roll against your Wisdom roll, taking 2d6 piercing damage on a failure, or half as much damage on a success. The area of this trait counts as difficult terrain while you are concentrating on this spell.
Stalled Engine. When your Hit Points reach 0 and you fall unconscious, your engine that powers you stops working. Rather than falling limp to the ground, your magical body dissipates as the engine that powers you stalls. The engine will use your AC and if hit you will die. You still can be healed back to consciousness as normal, as long as your engine is repaired
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Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Dragons reach adulthood around 18 and it is said that they can live up to 2,000 years.
Speed. Your base walking speed is 30 feet.
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.
Shapechange. As an action, you may transform in and out of your draconic form with no concentration required. This trait lasts until you use it again, are dropped to 0 hit points, die, or if you drop the transformation with no action required.
Mortal Form Traits
Size. In your Mortal form your size is Medium.
Blinding Beauty. As an action, you can force all mortals within 30 feet of you to succeed on a Constitution contested roll against your Wisdom roll or become blinded until the end of your next turn.
Draconic Form Traits
Size. Your Draconic form starts at a size of Medium and increases by 1-size category every 10 levels.
Breath Attack. You can use your action to exhale destructive energy. When you use your breath attack, each creature in a 20 foot range of the exhalation must make a Dexterity contested roll against your Wisdom roll. A creature takes 1d10 draconic damage on a failed roll, and half as much damage on a successful one.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. Due to your draconic pride. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.
Wings. Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At level 3, you gain a flying speed equal to your walking speed, and you can’t use this speed, if in your current form you don’t have the wings, or if you are wearing armor of any kind.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d12 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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Ability Score Increase. Your Strength, Dexterity, and Charisma scores all increase by 1.
Age. Drakekins reach maturity after approximately 20 years. After reaching adulthood, their aging slows dramatically and lifespans range from hundreds to thousands of years.
Size. Drakekins range from 5 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Claws. Your unarmed strike deals 1d6 slashing damage.
Dragon Breath. You can use your action to exhale destructive energy. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity contested roll against your Wisdom roll. A creature takes 2d6 your mana damage on a failed save, and half as much damage on a successful one.
Cranial Horns. Your horns act as your means of perceiving surroundings to minute details. You have improved hearing and spatial awareness compared to other races because of this. You are proficient in the Perception skill and you always know what cardinal direction you are facing.
Draconification. The Drakekin is known to grow more dragon-like as it ages. Your sharp teeth can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. When you reach 5th level, you grow a pair of dragon wings on your back, gaining a flying speed of 30 feet.
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Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Age. Fae spawn at maturity, and exist for as long as their source of nature remains prominent in the world.
Size. Fae, though they vary extremely wildly in stature, lack significant power when they are too small. Fae with enough power to stand alongside other races will usually be between 2 and 4 feet in height. Your size is Small.
Fey Speed. Your base walking speed is 25 feet, and you have a flying speed of 30 feet. You are capable of hovering while flying, but you will still fall to the ground if you are restrained, incapacitated, or knocked prone, and you can’t use your flying speed if you’re wearing medium or heavy armor.
Natural Energy Formation. Your creature type is simultaneously humanoid, fey, and elemental all at once.
Nature Incarnate. You are proficient in the Nature skill.
Subrace. You can choose between your Court and the Subrace associated with it.
Fire Fae (Summer Court)
Ability Score Increase. Your Constitution score increases by 1.
Fiery. Creatures have disadvantage on grapple checks when trying to grapple you, and you have resistance to fire damage, but vulnerability to water damage.
Burning Passion. As long as you are touching fire you can control it as an extension of yourself.
Hot-Headed. When you hit with a melee attack, as a bonus action, you can cause the attack to deal 1d6 extra fire damage.
Light Fae (Summer Court)
Ability Score Increase. Your Charisma score further increases by 1.
Brilliant. You have advantage on contested rolls against being blinded and resistance to divine damage, but vulnerability to void damage.
Shining Radiance. You can illuminate any darkness with a bright light that extends 5 feet around you.
Bright-Eyed. 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.
Arcane Fae (Summer Court)
Ability Score Increase. Your Charisma score further increases by 1.
Magical. When you are subjected to a spell or magical effect that requires a contested roll, you may choose to make the contested roll with advantage. Once you use this trait, you can’t use it again until you finish a short or long rest.
Magically-Inclined. As an action on your turn, you may launch projectiles made from condensed mana. Make a ranged spell attack against a creature you can see within 60 feet of you. On a hit, the target takes 1d8 force damage.
Ice Fae (Winter Court)
Ability Score Increase. Your Constitution score increases by 1.
Icy. You have advantage on contested rolls against being petrified and resistance to cold damage, but vulnerability to fire damage.
Perfect Freeze. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution contested roll against your Wisdom roll. On a failed roll, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Cold-Hearted. You are used to frigid temperatures. As such, you are acclimated to extreme cold and you ignore the effects of difficult terrain caused by ice and snow.
Death Fae (Winter Court)
Ability Score Increase. Your Intelligence score increases by 1.
Deathly. You have advantage on contested rolls against being frightened and resistance to void damage, but vulnerability to divine damage.
Death’s Mercy. You touch a creature that has recently hit 0 hit points. The creature becomes stable and returns to 1 HP. You can only do this up to 30 seconds after the creature hits 0 HP.
Bone-Chilling. As an action on your turn, you may reach out to try and impose the sensation of death upon another creature. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d6 void damage, and it can’t regain hit points until the start of your next turn.
Mind Fae (Winter Court)
Ability Score Increase. Your Intelligence score increases by 1.
Inner Focus. A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the Contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t Attack, activate magical items, or carry more than 10 pounds.
Strong-Minded. You are capable of communicating telepathically with other creatures out to a range of 60 feet. You may only form a telepathic link with one creature at a time; if you attempt to telepathically communicate with a creature while already communicating with a different creature, the old link is severed in place of the new one. To be able to communicate telepathically with a creature, it must understand at least one language, and must have an Intelligence score of 4 or higher. If the creature you are communicating with telepathically ever moves more than 60 feet away from you, the telepathic link is forcefully severed.
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Ability Score Increase. Your Dexterity and your Wisdom increase by 1.
Age. Hadari ages as a human does.
Size. A Hadari has the proportions of a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dual Nature. You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.
Storm Conduit. The chaos of combat stirs your inner storm. Once per round, you can deal an extra 1d4 lightning damage to one creature you hit with an unarmed strike or an attack with a metal weapon. At level 6, this damage increases to 2d4.
Elemental Resistance. You have resistance to lightning damage.
Lightning Mastery. Hadari have an inherent advantage with lightning spells. They utilize half the amount of magic and take half as long to learn lightning techniques.
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Ability Score Increase. Your Charisma and Dexterity score increases by 2.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Snowsight. Your sight is completely unhindered by failing snow
Stealth Experts. Twice for each short rest you can reroll the die when attempting to pass a stealth or persuasion roll and choose the best roll.
Frost Breath. As an action you can exhale a breath of chilling air. Each creature within a 30 feet line must make a constitution contested roll against your Wisdom roll. A creature takes 2d6 damage on a failed save, and half on a successful one. The damage increases to 3d6 at level 4, 4d6 at level 6, and 5d6 at level 8.
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Ability Score Increase. Your Wisdom score increases by 2.
Age. As a sprouting seed, the Mandrake grow within the bulb of a particular flower for about 5 years depending on the favorability of the soil, after which they bloom into their mature state. Their bodies don’t age after that but instead exhibit signs of age when they are unable to gain the nutrients they need. These signs manifest themselves as wilting vines, molting leaves and browning skin. They can live up to 750 years before returning to the earth from which they were born.
Size. An Mandrake’s height is anything 5 to 6 feet on average, and weigh anything from 60 to 120 pounds. Your creature size is Medium.
Speed. Your base walking speed is 25 feet.
Mandrake Pollen. The Mandrake produce a powerful pollen with an innate property pertaining to each subrace. As an action, you can release a puff of pollen in a 10-foot radius around yourself or in a 20-foot cone, forcing all creatures in range to make a Constitution roll contested against your Wisdom roll. On a failure, they come under an effect dependent on your subrace for 1 minute. An affected creature can repeat their roll each time they take damage.
Floral Rest. Mandrake do not need to sleep. Instead, they can root themselves in favorable soil, remaining semiconscious, for 4 hours a day and absorbing nutrients from the soil. After resting in this way, you gain the same benefit that a mortal does from 8 hours of sleep. However, if the soil is not favorable you require a full 8 hours of rest to gain the equivalent of a long rest. As an action, you enter this state, rooting yourself into a patch of soft ground. While in this state your speed is reduced to 0. You can end this state, uprooting yourself as a bonus action.
Plant. Your creature type is considered to be both humanoid and plant, and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, when you take fire damage, you are frightened until the end of your next turn.
Mandrake Sub-Race: You can choose between Sunflower, Rose, and Venus as your subrace.
Sunflower Mandrake Traits.
Ability Score Increase. Your Constitution score increases by 1.
Calming Pollen. Creatures affected by your Mandrake Pollen are calmed and will not attack you. Unless they are attacked by you.
Rose Mandrake Traits.
Ability Score Increase. Your Charisma score increases by 1.
Desire Pollen. Rose Mandrake produce a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your Mandrake Pollen to be charmed for the duration and regard you as a close friend.
Venus Mandrake Traits.
Ability Score Increase. Your Dexterity score increases by 1.
Silencing Pollen. Venus Mandrake produce a transparent pollen that when inhaled causes creatures to become mute. Creatures affected by your Mandrake Pollen can’t speak or vocalize. Additionally, the pollen numbs the senses of affected creatures, causing them to have disadvantage on Wisdom (Perception) checks while affected.
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Ability Score Increase. Your Dexterity and your Charisma score increases by 1.
Age. They reach adulthood at 18 years of age and usually live up to between 80 and 150 years.
Size. In their cat form they are considered small while in their battle form they are considered medium.
Speed. Your base walking speed is 40 feet.
Claws. You have a set of retractable claws. Your unarmed strikes deal 1d8 slashing damage.
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.
Soft Fall. You have resistance against falling damage and always land on your feet.
Cat Form. As an action, you can transform into a small house cat, or back into your battle form. Your statistics are the same in each form. You gain advantage on all stealth rolls when you are in your cat form.
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Ability Score Increase. Your Intelligence and your Charisma increases by 1
Age. Siren’s live to be nearly a thousand years old. After the age of 20, they are considered adults, and after the age of 800, they are considered to be a sea elder. Usually, elders do nothing but meditate.
Size. Usually, males are bulky in muscle and only a bit below 7 feet tall. Females are usually petite in body size and range from 5 feet to 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 50 feet.
Gills and Lungs. You can breathe underwater as well as on land.
Calm the Tide. You put yourself into a deep rest at mind, and meditate for 30 seconds. This grants you advantage on your next attack roll, contested roll, or ability check.
Aquatic Vision. In open-air, 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. Underwater, you treat all dim light as bright light, and all darkness as if it were dim light within 60 feet.
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Ability Score Increase. Your Charisma and Constitution scores increase by 1.
Age. Terratorn’s can live up to 120 years.
Size. Teratorn are the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Celestial. When you are killed or when you take actions against or that are counter to Adex, you can be immediately returned to them. When this happens, Adex may do anything from wiping you from existence, putting you on trial, or resurrecting you at their nearest temple.
Celestial Wings. You have a pair of white-feathered wings that grant you a flying speed of 30 feet. These wings are extensions of your celestial soul and as such can be made incorporeal, and as such can be made invisible to most senses at will. While your wings are a sight to behold they are not as magnificent or as grand as other more established celestials.
Communion. Terratorn doesn’t need to sleep. Instead, they enter a state of prayer, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.