7. Sub-Races of the World of Vala
Within the World of Vala, players also have the opportunity to play a sub-race. A Sub-Race is classified as an extended category of potential roleplaying options. These races have specific qualifications that must be met before a player can assume a role in those races.
The sub-races available in the World of Vala are Daemon, Godseeds, Vaconics, and Vampyres. These races often have a simple way for player characters to eventually turn into.
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To become a Daemon a PC must sign a Daemon Contract with a Daemon of a specific type. You may enter the game as a Daemon but be warned it is nigh impossible to remove the Daemon contract. Once signed you are servant to the whims of what your Daemon Lord asks of you no matter how cruel.
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To become a Godseed, during the character creation process, you will roll a d100. If it is between 91-100, you will automatically be a Godseed. Or players may roll on the Generator Table below.
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To become a Vaconic, during the character creation process, you will roll a d100. If it is between 1-10, you will automatically be a Vaconic.
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To become a Vampyre, your blood control must reach 0%. Once that is accomplished you will become a Vampyre.
Sub-Race Traits
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Ability Score Increase. Your Strength, Dexterity and Constitution scores each increase by 1.
Speed. Your base walking speed is 40 feet.
Dense Musculature. Daemons are known to have thick, dense muscles to help protect their vital organs from the relentless battles and intense training they put themselves through. You are resistant to non-magical bludgeoning damage.
Further Beyond. Daemons are known to push past what is their limit and continue to fight despite fatal injuries. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.
Choose a Daemon Sin. As you choose a Sin PC’s must remember that their chosen Sin becomes a master to them and their life will revolve around that vice.
Desire Daemon. Desire is characterized by intense or unbridled longing which may lead one down the path of becoming a slave of their desires.
Daemonic Charm. One creature the daemon can see within 30 feet of it must succeed on a Charisma contested roll against your Wisdom roll or be magically charmed for 1 minute. The charmed target obeys the daemon verbal or telepathic commands. If the target suffers any harm or receives a command that would directly lead to death, it can repeat the contested roll, ending the effect on a success. If the target is successful against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.
Daemonic Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a Charisma contested roll against your Wisdom roll, taking (Your Level)d10 daemonic damage on a failed roll, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Envy Daemon. Envy is characterized by an insatiable need. It can be described as a sad or resentful wanting towards the traits or possessions of another person.
Mask of Envy. Your inner daemonic envy gives you powers to create a Mask of Envy. The custom-stylized mask is unique to each individual Envy Daemon. This mask can change in design as the Envy Daemon gains in power over time (completely up to the player). This mask when summoned becomes a reflection of the Envy Daemon’s current emotional state. The daemon can don their mask by simply putting their hand in front of their face and using a free action to summon it. Once summoned, the envy daemon will need to make make a Wisdom roll contested against DC 12 roll. The more times that the mask is summoned, the DC of the contested rolls increases by 2 until they go berserk from just putting the mask on (failed Wisdom roll). The DC is reset once a long rest has been taken. While beserk you attack whatever creature is closest in location to you. The ability can only be activated for 30 seconds at a time. While wearing the mask, the daemon gains physical boosts. The speed of the daemon is doubled and their strength, constitution, attack and damage rolls increase by 2. You also gain the ability of Daemon Step. This technique can only be used while your mask is on.
Daemon Step. You learn how to move between places at incredible speeds, impossible to track with the naked eye. As a bonus action, you can teleport up to 40 feet to an unoccupied space that you can see. Traveling further distances is taxing on the user, whenever you attempt to teleport to a distance that is higher than half your movement speed, you must succeed on Constitution roll contested against your Wisdom roll or gain one level of Exhaustion.
Gluttony Daemon. Gluttony is the overindulgence and overconsumption of anything to the point of excess.
Mana Consumption. Gluttony daemons constantly consume the mana of the creatures they fight. Whenever a creature’s mana is reduced by gluttony daemon mana, the Gluttony daemon absorbs that mana into itself.
Mana Hunger. As a Free Action the daemon senses the location every creature within its movement speed. Until the end of its turn, creatures that were within the area can not be invisible to the daemon. The daemon learns how many mana points and hit points the creature has, as well as its AC.
Greed Daemon. Greed is an inordinate desire to acquire or possess more than one needs.
All is Mine. As a reaction when a creature the Greed Daemon can see uses a trait, spell or other technique they copy it, becoming able to use the magical effect in the exact same manner. the Greed Daemon may have up to 3 of these effects memorized at a time.
Pride Daemon. Pride is an excessive love of self or the desire to be better or more important than others.
Pride before the Fall. When a Pride Daemon reaches 0 HP in the middle of combat they may continue to stay in the fight. But if they are not healed above 0 before the fight is over the Pride Daemon will die. While at 0 HP and under healing effects are half as effective on Pride Daemons.
Feeding your Ego. Your Pride Daemon biology destroys its limits. When you are reduced to 0 hit points and then return to your hit point maximum, your Constitution, Strength, or Dexterity increases by +1.
Sloth Daemon. Sloth can be defined as the absence of interest in or habitual disinclination to exertion.
Specter Daemon. As a Sloth Daemon you can use your bonus action to transform your body into your ghost form by enveloping yourself in a ring of light originating from somewhere on your body. Your body is mostly the same in this form, your hair turns white and your eyes become the color of your choice, your visible clothes turn completly black, you are also considered undead and are immune to effects that turn undead. You can make full use of your abilities while in this form. You can stay in this form for up to 1 minute or turn it off at will before your limit using your bonus action. While transformed you gain the following features: Your AC increases by 2. Add your wisdom modifier to your Strength rolls, all your attack die, and all your damage die. The base damage for your unarmed strike is 1d8 and your movement speed increases by 10. If your HP would be reduced to 0 or below but you would not be killed, instead you transform back to normal and have your HP become 1, then perform a Constitution roll contested against your Wisdom roll to determine if you remain conscious. If you become unconscious in this form then you change back to normal. Additionally, you can choose to be intangible or invisible (or both) at will for the duration.
Wrath Daemon. Wrath can be defined as uncontrolled feelings of anger, rage, and even hatred. Wrath often reveals itself in the wish to seek vengeance.
Wrath Aura. You may awaken your demonic aura as a bonus action. For 1 minute, you can make an attack as a bonus action, your movement speed increases by 10 feet, and you may add your Strength and Dexterity modifiers to your melee attacks’ damage rolls.
Wrathful Regeneration. At will once per round, you course daemonic mana through your body, allowing your powerto weave it through your wounds to heal them. You regain a number of hit points equal to the number of mana points spent.
Wrath Beyond Measure. As an action you can release the limiter on your daemonic wrath. For 1 minute, you gain the following benefits but can distinguish friend from foe and attack the nearest creature:
You can hover in the air above solid ground anywhere from 5 feet above to 30 feet above solid ground
You can fly your movement speed, never exceeding the hover height maximum
You can ignore any levels of exhaustion and status conditions acquired prior to activation.
You can have all living cratures within 60 feet of you not tied down, held, or affixed to the ground in some way float in the air. The act of these creatures floating will not bring any physical harm to any of them.
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Ability Score Increase. All your ability scores increase by 1
Godly Vessel. Unswerving of will and unassailable of mind, you have advantage on contested rolls against being charmed and frightened. Also, you cannot be aged magically.
Domain Sense. Godseeds have a limited ability to sense events involving their domain. You automatically sense notable events and minor events within 5 miles that involves your domain. When a godseed senses an event, it merely knows that the event is occurring and where it is. The vessel receives no sensory information about the event.
Domain. Godseed’s domains are as varied as human emotions. Each Godseed has a unique ability that defines them. As a Godseed you must roll a 1d20 on the Divine Domain Sample table.
Divine Mana. You have access to Divine Mana.
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Vaconic Mana. You have access to Vaconic Mana.
Vaconic Mutation. Rather than Vaconics just receiving Vaconic Race traits, they now receive randomized mutations that give them access to unique abilities. Some of these abilities range from simple ability bonuses. At the same time, some may transform Vaconics into the monsters that the citizens of Vala once feared. To determine what Mutation a Vaconic receives whenever they become a Vaconic they will have an awakening. These awakenings occur in extremely stressful situations. Upon awakening their mutation forcefully activates. Vaconics will not have any control of their Vaconic Mutation. They must learn to control it and become a warlock. In order to become a Warlock a Vaconic must establish a Vaconic control of 200 given the Vaconic complete control over their gift.
Vaconic Control. For vaconics, their Vaconic Control is set to 100. Until they can control it through training anytime they must use their abilities they lose 5 points of Vaconic Control. Unable to control their powers, Vaconics must roll a d100 to determine what effect occurs when they utilize their mutation. Some powers cannot be controlled like the others, if the effect is something that can’t be activated at will then, there will be nothing to control.
Vaconic Control Roll:
1-20: The mutation doesn’t activate.
21-40: The mutation activates but targets random hostile creatures. (Lose 1 Vaconic Control)
41-60: The mutation activates but targets random friendly creatures. (Lose 1 Vaconic Control)
61-80: The mutation critically activates but also affects the caster. (Adds 1 Vaconic Control)
81-100: The mutation activates normally. (Adds 10 to Vaconic Control)
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Ability Score Increase. Your Strength, Dexterity and Constitution scores each increase by 1.
Undead. Your creature type is considered to be both mortal and undead.
Unholy Body. Dark magic sustains you, making you resistant to blood damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood or finish a long rest.
Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then a day without drinking at least one gallon of blood, at the midnight of the second day and every midnight on days thereafter, you suffer one level of exhaustion, which can only be removed by drinking a gallon of blood. After consuming one gallon of blood, you recover all levels of exhaustion caused by this trait. If you reach six levels of exhaustion due to this trait, you are destroyed. If you have not consumed blood you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally.
Vampyric Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional blood damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a gallon as per your Blood Drinker trait. If this trait fails to deal at least one point of blood damage, you also fail to drink any blood.