Character Generation
-Pick a Race
-Pick a Class
-Pick a Background
-Assign Ability Scores (15, 14, 13, 12, 10, 8)
-Follow Starting Class Instructions (HP, Gear, Skills, Proficiencies, Features)
Character Sheet
Dhampir
Sirocco
Wyldkin
-Pick a Race
-Pick a Class
-Pick a Background
-Assign Ability Scores (15, 14, 13, 12, 10, 8)
-Follow Starting Class Instructions (HP, Gear, Skills, Proficiencies, Features)
Character Sheet
Name:
Race:
Background:
History:
Description:
Str: --
Dex: --
Con: --
Int: --
Wis: --
Cha: --
HP
Total:
Current:
Skills
-
-
-
-
Feats
-
Features & Traits
-
-
Spells
Cantrips:
1st: (Slots)
2nd: (Slots)
Equipment
-
Money
-
Races of Dalva
Human (as per Player's Handbook)
Humans are the predominant species of Dalva, having spread to just about every corner of the continent. They follow many ideals and faiths, thus leading to the varying nations that have formed. They are the dominant race in Avora, Fornosav and Veilgard.
Wyldmane and Sandshaol sport rather robust human populations as well, but these are shared ares with the other two primary races of the continent, the Wyldkin and Sirocco. The humans of these regions tend to be very independently minded considering the lack of more structured governments in these regions. The humans of Sandshoal are either hardy desert dwellers or ambitious denizens of one of the various city-states that have flourished out there. Wyldmane humans tend to be very focused on nature and survival, used to dealing with odd sights such as moving trees, fey creatures and other forces of nature at work. They find it far more odd to have so many people to live in one location year round, considering their own lives following and moving amongst the vast migratory Forests.
Race:
Background:
History:
Description:
Str: --
Dex: --
Con: --
Int: --
Wis: --
Cha: --
HP
Total:
Current:
Skills
-
-
-
-
Feats
-
Features & Traits
-
-
Spells
Cantrips:
1st: (Slots)
2nd: (Slots)
Equipment
-
Money
-
Races of Dalva
Human (as per Player's Handbook)
Humans are the predominant species of Dalva, having spread to just about every corner of the continent. They follow many ideals and faiths, thus leading to the varying nations that have formed. They are the dominant race in Avora, Fornosav and Veilgard.
Wyldmane and Sandshaol sport rather robust human populations as well, but these are shared ares with the other two primary races of the continent, the Wyldkin and Sirocco. The humans of these regions tend to be very independently minded considering the lack of more structured governments in these regions. The humans of Sandshoal are either hardy desert dwellers or ambitious denizens of one of the various city-states that have flourished out there. Wyldmane humans tend to be very focused on nature and survival, used to dealing with odd sights such as moving trees, fey creatures and other forces of nature at work. They find it far more odd to have so many people to live in one location year round, considering their own lives following and moving amongst the vast migratory Forests.
Veilgard has a rather sizeable population of Dhampirs, born of the Vampires who take mortal lovers or those who have been turned while still bearing a child. Dhampirs move with a preternatural grace, often carrying themselves with a force of personality that belies the martial nature of the Vampires of the Veil. To be a Dhampir is difficult, standing between the worlds of the living and the dead. Their vampiric parent either claims them or else shuns them as a bastard child unworthy of their time.
Dhampirs often gravitate towards the Ashen legions or begin to explore the powers of their blood and magic. Others find works as Wardens, state santioned vampire hunters allowed to run down those who have allowed the Blood to get the better of them. Mercenary bands occasionally can find Dhampirs amongst them as do adventuring companies due to their desire to find a place of their own in the world.
Base Stats
+2 Dexterity
+1 Charisma
Speed: 35
Blood Gifted: Perception trained as a Skill
Blood Magic: Chill Touch Cantrip (Charisma)
Superior Darkvision
Sunlight Sensitivity
Vampiric Weapon Training: Hand Crossbow, Rapier and Battle Axe Proficiency
Dhampirs often gravitate towards the Ashen legions or begin to explore the powers of their blood and magic. Others find works as Wardens, state santioned vampire hunters allowed to run down those who have allowed the Blood to get the better of them. Mercenary bands occasionally can find Dhampirs amongst them as do adventuring companies due to their desire to find a place of their own in the world.
Base Stats
+2 Dexterity
+1 Charisma
Speed: 35
Blood Gifted: Perception trained as a Skill
Blood Magic: Chill Touch Cantrip (Charisma)
Superior Darkvision
Sunlight Sensitivity
Vampiric Weapon Training: Hand Crossbow, Rapier and Battle Axe Proficiency
The Sirocco are the original denizens of Sandshoal, a proud and tribal people with a long history. The average Sirocco is quite tall and generally broad with a strong build and grey skin with black, white or grey hair. They tend to mark themselves glyph-like tattoos that often tell the tales of that Sirocco's personal glory and achievements. While not warlike, some of the tribes do hire themselves out to various parties including the city-states of the Merchant League.
Individual Sirocco will often leave Sandshoal to seek personal glory and gains beyond the sands.They are a very adaptive people, quick to understand any climate and region they enter. This has often made them excellent scouts and adventurers. A party with a Sirocco can often find a very relaible swordhand to have along.
Base Stats
+2 Strenght
+1 Wisdom
Speed: 30
Darkvision
Endure the Elements: Survival as trained Skill
Brave: Advantage on rolls against being frightened
Savage Attacks:
Individual Sirocco will often leave Sandshoal to seek personal glory and gains beyond the sands.They are a very adaptive people, quick to understand any climate and region they enter. This has often made them excellent scouts and adventurers. A party with a Sirocco can often find a very relaible swordhand to have along.
Base Stats
+2 Strenght
+1 Wisdom
Speed: 30
Darkvision
Endure the Elements: Survival as trained Skill
Brave: Advantage on rolls against being frightened
Savage Attacks:
The Wyldkin are the children of the great sentient Forests of Wyldmane. The vast migratory forests birth these offspring to explore the world beyond their lush plains and hills. The Wyldkin are the eyes and ears of the Forests, sharing their experiences with their parents through meditation. Wyldkin are filled with a great deal of wanderlust, happily setting out across Dalva to learn all they can. Knowledge and experiences are their greatest joys, knowing they will share them with their family.
Wyldkin have long lives and look forward to a future of eventually returning home. Those Wyldkin who do make it back begin the process of growing into another tree of the Forest that spawned them. This is what keeps the forests going when they suffer losses, but also helps them know when they must act to defend their land and neighbors from encroaching dangers.
Base Stats
+2 Intelligence
+1 Constitution
Speed: 30
Plant Biology: Advantage on poison saving throws, Poison Resistance
Dormancy: Wyldkin do not need to sleep. In place of it, they meditate deeply, remaining semiconcious, for 4 hours a day. While they meditate, they can dream but this is more experiencing the link to their home forest as they share experiences. After resting in this way, they gain the same benefit as a human does from 8 hours of sleep.
Forest Wrath: Thorn Whip Cantrip (Intellingence based)
Green Lore: Nature as a trained Skill
Wyldkin have long lives and look forward to a future of eventually returning home. Those Wyldkin who do make it back begin the process of growing into another tree of the Forest that spawned them. This is what keeps the forests going when they suffer losses, but also helps them know when they must act to defend their land and neighbors from encroaching dangers.
Base Stats
+2 Intelligence
+1 Constitution
Speed: 30
Plant Biology: Advantage on poison saving throws, Poison Resistance
Dormancy: Wyldkin do not need to sleep. In place of it, they meditate deeply, remaining semiconcious, for 4 hours a day. While they meditate, they can dream but this is more experiencing the link to their home forest as they share experiences. After resting in this way, they gain the same benefit as a human does from 8 hours of sleep.
Forest Wrath: Thorn Whip Cantrip (Intellingence based)
Green Lore: Nature as a trained Skill
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