Xernvis (5e Race)
Xernvis
History
The Xernvis is a race of evolved humans, originally from a common ancestor as everyday humans. They originated when a colony of humans moved to the northern hemisphere due to bad climate, not suitable for farming or settlement in the southern hemisphere. When they arrived, they encountered a land filled with war, but could not back down. They needed the land to live. The Xernvis fought, and lost numbers gained numbers, and fought for over long periods of time. The wars shaped them, making them stronger and tougher. One day, a divine being saw this struggle, a population of strong willed humans, needing to fight. The divine force pitied them, and decided to bring fun into the field of war without telling them, by granting them their most powerful weapon, The Eclipse Eyes. The Eclipse Eyes are a unique set of eyes born to each Xernvis, but can only be awakened during a crisis, a large amount of emotion, willpower, or through talent. The Eclipse Eyes became sought after, but only the Xernvis may use the full power of their eyes, causing for the Eclipse Eyes only to be sought for their beauty. The wars took a lot from the Xernvis, most of which was loosing it's population and society. In modern day, only a small percent of the Xernvis are alive, and keep it a secret in order to protect themselves and their loved ones, or prevent themselves from being hunted by big game hunters.
Society
Most of the remaining Xernvis are scattered around the world, living in secret within human societies. They usually don't disclose their abilities unless you are within their trusted circle. Some Xernvis take up being mercenaries, others live together in human societies, others lead everyday lives. Are you a brave soul who works for their own goal? Or are you a former citizen, seeking out a journey? Whether the reason is, you have decided to take it upon yourself to go out on a journey with your visual prowess.
Physical Description
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An example eye, designed by myself and a friend. |
Xernvis look like standard humans, the only difference is their eyes. To the right, There is an example of these eyes. The eyes can only be "turned off and on" depending on their power, but in most scenarios, they are usually always "on". If they are "turned off", they are a standard black eye.
Xernvis Names
Xernvis names are created from their cultural roots in war, mainly having names of their ancestors or names that have meaning of strength or war.
Male: Varon, Bequis, Hexoi, Kladimoro, Yoshoyi, Remis, Danzeo, Intellus
Female: Navanna, Queli, Prisina, Allina, Mederga, Iuxxani, Mckelia, Herilie
Xernvis Traits
Humans evolved from war with powerful eye prowess
Ability Score Increase. Your Constitution score increases by 2 and any other score of your choice increases by 1.
Age. Xernvis live for about 100 to 140 years old and mature at about the same rate as humans.
Alignment. Anywhere on the spectrum, from best to worst.
Size. Xernvis resemble humans, on average ranging from 5 to 6 feet in height and weigh about the same. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. The unique eye powers of your race create allow you to have superior vision in dark and dim conditions. 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 grey.
Eclipse Eyes. A unique set of powers bestowed upon you by a divine force during a great war. As Xernvis are not born with these eyes you must determine how you gained these eyes, whether it be through emotion, crisis, willpower, or talent. When a Xernvis is killed their eyes fade and become a pale grey. Only under certain conditions will they remain normal after death. The eyes may not be implanted into someone else, as the powers would not work for them. The eye colors and patterns vary, but they usually are on a darker spectrum and the patterns resemble sharp, jagged circles. Xernvis' eye prowess vary on the user, each one being unique. Down below are 5 of these eye prowess you may choose from. Your eyes appear to be normal on inspection, however, as a bonus action, you may activate your eye power revealing their true nature. If you are affected by the blinded condition you cannot use any of the eye powers you have.
War Struck. The evolved power of your ancestors still flows within your blood. When you fail an attack roll, you can choose to reroll it and take the second result. You regain use of this trait after you have completed a long rest.
Languages. Common and one other language of choice.
Subrace. The subrace is determined by your eye prowess, the nature of a Xernvis decides the nature of their Eclipse Eye. Pick an Eclipse Eye from Solar Iris, Lunar Iris, Iris of Stars, Eyes of Reckoning and Eyes of Intellect.
Eyes of the Eclipse
The Eyes of the Eclipse are a powerful set of eyes bestowed upon the Xernvis, for it's main purpose being used for war. The eyes vary in powers and abilties, and are shaped by how the user is. Down below are 5 of these set of eyes, each one bestowed upon for war.
Solar Iris
These eyes seem to fit in well with the sun, almost feeling like a summer's call. The eyes are on a yellow color-scheme and have fiery patterns.
Solar Blessing. As long as you are conscious you gain temporary hit points equal to your proficiency bonus each time you end your turn in an area of bright light.
Solar Resistance. You have advantage against saving throws that would blinded you and are resistant to radiant damage.
Lunar Iris
These eyes are cold and dark, but something, someone, is still behind these eyes. The color scheme is dark, but the patterns are of swirls and turns.
Dark Side. While in an area of darkness, you can move your full speed without breaking stealth.
Mask of the Night. You may add twice your proficiency bonus to Stealth checks made to conceal yourself at night.
Lunar Truth. While you are outside during the night you can see invisible creatures which are outlined in a silvery wisp of light.
Iris of Stars
These eyes are soothing, with no harsh colors that displease others. The patterns are connected through lines and dots, similar to the stars.
Starcaller. You may call upon the starlight to heal an ally. As an action you may touch an ally to heal them for 1d8 + your Constitution modifier, if you do this while outside with direct line of sight of a star the amount you heal for doubles. You regain use of this trait once you complete a long rest.
Soothing Eyes. You are naturally soothing to beasts and other wildlife. You have proficiency in Animal Handling.
Eyes of Reckoning
These eyes seem wrathful, filled with rage and displeasement. The colors are harsh, and the pattern are more jagged than normal, similar to a broken weapon.
Wrathful Bolt. As an action, you can fire a bolt of wrathful energy out of your eyes. This produces a projectile with a range of 30/120 feet and deals 1d6 force damage. The attack modifier on this is equal to your Constitution modifier and you can use it a number of times equal to your Constitution modifier. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
Reckoner's Will. You have advantage on saving throws against effects that would forcefully move you and you have resistance to force damage.
Eyes of Intellect
These eyes are calm, never harsh. The pattern of these eyes however, are 3 circles around the pupil in the iris, being a darker color than the sclera.
Tactician. You may mark one target as if you had cast the Hex spell on them. You can use this trait again once you complete a long rest.
Practical Intelligence. You gain proficiency in an Intelligence-based skill and a tool of your choice.
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