Lemurian
Lemurian
A cold-adapted people used to winter nights, the Lemurians spend their summers in branches of the taiga’s trees and their winters in mid-level villages, only venturing into the darkness below out of necessity. They believe that their central religious figure, The Watcher In The Darkness, observes them from atop the great tree of the cosmos, expecting great deeds. However, while they abhor cowardice and lack of ambition, they also send tests to those who are the bravest and most capable to drive them to even greater heights, leading to the saying that “Those that climb the highest face the fiercest winds”, which serves as a warning against being to adventurous in both the literal and metaphorical trees.
The great taiga they live in is made up of the Twiggen, the highest parts of the trees; the Skyroad, with the thickest branches; and the Deep Pile below, filled with both treasures and dangers. All of these are vital to the Leumurian’s existence, and so they tend to, protect, and honor them to the best of their abilities. Many choose to deepen this relationship, becoming woodworkers, arborists, and druids.
Most Lemurians are ringtails, a lemure-like people adept at working in both the darkness and the trees, but other heritages that possess flight or gliding abilities, such as
birdfolk
, or a talent for climbing, such as the pantherans and
spiderfolk
, can also be found amongst them. Occasionally, survivors of ill-fated groups lost in the Deep Pile are found, taken in, and taught the ways of the taiga.
Characters raised in the Lemurian culture share a variety of traits in common with one another.
Branch on the Tree. It takes many skills to sustain life in the taiga and children are taught some from an early age. Choose one of the following:
Deep Pile Diver: You are proficient in Stealth and gain an expertise die on Perception checks related to hearing.
Settlement Guardian: You are proficient in with cartographer’s tools and can speak Druidic. Additionally, you know the grapevine cantrip. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).
Skyroad Warden: Once between long rests, you can use the Ride Enemy combat maneuver without expending exertion. If you have an exertion pool you can use it as normal. It does not count towards your maneuvers known.
Twiggen Forager: You gain an expertise die on Acrobatics checks and when foraging (including the Harvest and Hunt and Gather journey activities).
Cold-Adapted. You can an expertise die on Survival checks and checks made to overcome exploration challenges made within cold environments, such as mountains, taiga, or tundra.
Life in the Taiga. Those that choose to live in the trees become nimble and alert. Choose two from Athletics, Acrobatics, Survival, and Perception. You have proficiency in the chosen skills.
Languages. You can speak, read, write, and sign Common and Lemurian.
Ringtail
Ringtail
Ringtails have thick fur over most of their bodies, usually in shades of gray. The most distinctive trait they share in common is the black and white banded tail from which they derive their name. These tails are not prehensile, but do help with balance in high places, and most take care to dress in a way that leave their tails unobstructed, even if it requires specialized tailoring. Ringtail eyes are in shades of red, yellow, and orange, and are proportionately much larger than most humanoids, which gives them a curious, almost bug-eyed appearance. Their faces have lighter white fur with dark fur around their ears, and some have long, spindly fingers that that helped their ancestors feed and groom themselves, which can be disconcerting for those used to less versatile and flexible digits.
Ringtail Traits
Characters with the Ringtail heritage share a variety of traits in common with one another.
Age. Ringtails mature at about age 20, and they can live as long as 60 years.
Size. Ringtails usually stand from 5 feet to 6 feet in height, though their arboreal nature means that even the tallest often look more gangly than menacing. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Balancing Tail. You have a long tail that helps you keep your balance. You gain an expertise die on Acrobatics and Athletics checks related to balancing.
Climb Speed. You have a climbing speed of 30 feet.
Superior Darkvision. You have surpassingly good vision in dark and dim conditions. You can see in dim light within 120 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.
Ringtail Gifts
Ringtails’ gifts classically exhibit a duality of light and darkness. Instead of those in the shadows being shunned, however, most ringtails see both as part of the balance of their people, as all are made from the same ash from the cosmic fire. In addition to the traits granted by your heritage, select one of the following gifts.
Dark Path Traveler
The darkness brings danger, but also opportunity to prosper. Ringtails with this gift are sometimes known as “black bands”, referring to the tail rings the heritage gains its name from, and are adept at working in the shadows. You have the following traits:
Silent-Steps. When obscured by dim light or total darkness, you can take the Hide action as a bonus action and your Speed increases by 5 feet.
Whispers Travel Far. You know the message cantrip.
Light-Bringer
Some ringtails are especially adept at finding hope when the hour is darkest and all seems lost. Also called “white bands”, these ringtails excel at supporting others and driving back the darkness.
You have the following traits:
Helper’s Reach. When using the Help action, the creature you aid can be up to 30 feet away.
Helping Hand. In dim light or total darkness you can use the Help action as a bonus action.
Light in Dark Places. You know the light cantrip. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class.
Ringtail Paragon
At 10th level, you become an exemplar of your heritage and may choose two of the following paragon gifts.
Dual Nature
You can choose another heritage gift option you have access to, either from the ringtail heritage or, if you chose a mixed heritage, your second heritage.
Fugitive Seeker
You gain tremorsense up to a distance of 30 feet. In addition, you gain an expertise dice on rolls made to track creatures you have previously seen within the range of your tremorsense.
Piercing Darkvision
The range of your darkvision increases to 340 feet. This darkvision applies even in magical darkness, such as that caused by the darkness spell.
Night-Glider
When in in dim light or darkness you can cast fly without expending a spell slot or material components. The spellcasting ability for this trait is Intelligence, Wisdom, or Charisma (whichever is higher). Casting the spell in this way does not require concentration. However, if you begin your turn in bright light and can’t enter dim light or darkness before the end of your turn, the spell ends and you take falling damage as normal. You can use this trait a number of times equal to your spellcasting ability modifier, regaining all spent uses on a long rest.
Ringtail Culture
Ringtails are found in many cultures but, due to their sensitive hearing and preference for darker environments, they often avoid cities. While some might think this makes them gloomy, ringtails are an intrinsically hopeful people, even below individual layers of cynicism. As many believe they were made from the ashes of a cosmic fire, some ringtails see themselves as bringers of light to dark places, either literal or metaphorical, whether that is the light of hope, knowledge, love, or some other personal value. However, some choose to do so in a solemn, cautious manner—the dark hides as many dangers as it does opportunities, and sometimes it is best to keep that light hidden until the time is right.
While they are often eager to share their light with others, the ringtails’ arboreal inclinations and excellent darkvision mean that many outsiders rarely feel at home in their settlements. However, those who do adapt to such conditions often find themselves invited to large “cuddle piles”, platonic affairs meant to help share warmth and social connection, especially in the dark months of winter.
Suggested Cultures
While you can choose any culture for your ringtail character, the following cultures are linked closely with this heritage: circusfolk , forgotten folx , keeper of the land GPG #16, Lemurian , moonkeeper GPG #8, stoneworthy , villager , and wildling .
Holy Might
Holy Might
As a bonus action, you imbue yourself with divine strength. At the start of each of your turns for the next minute, you add 1d4 to the damage of your weapon attacks. When you reach 5th, 9th, 13th, and 17th level in the cleric class, the size of the die you roll increases by one step.
Empowered Might
If you have the Holy Might Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.
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Magic Might
Once during the duration of Holy Might, you can cast a spell with a casting time of one action as a bonus action. You can select this option multiple times, gaining an additional use of this feature each time.
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Holy Defense
When you activate Holy Might and at the start of each of your turns for the next minute, you gain 1d4 temporary hit points. You can select this option multiple times, increasing the size of the die you roll for temporary hit points by one step each time.
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Holy Maneuvers
While Holy Might is active, you can use your spell save DC in place of your maneuver DC. If you select this option a second time, you can add your Wisdom modifier to your basic melee damage.
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Holy Stance
Choose a 1st degree combat stance from any tradition. You can enter the stance without spending exertion at any point during the duration of Holy Might, including using the same bonus action you use to activate Holy Might. You are not otherwise considered to know this maneuver. You can select this option multiple times, selecting a new stance each time.
Daimonion Familiar
Daimonion Familiar
Daimonion
Daimonion
Summon Tutelary
Summon Tutelary
You can expend a use of Channel Divinity to cast find familiar as a ritual. When you cast the spell in this way, you can choose one of the normal forms for your familiar or one of the following special forms: daimonion (see below), imp , pixie , quasit , or any Tiny creature of CR 1/2 or less.
Starting at 3rd level, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction
Empowered Tutelary
If you have the Summon Tutelary Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.
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Empowered Bond
Your familiar can use your spell save DC in place of its own whenever it forces a creature to make a saving throw.
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Empowered Follower
Choose one of the following followers: diviner, healer, interpreter, or sage. Your familiar counts as an inexperienced version of that follower. You can select this option multiple times, either granting your familiar the abilities of a new inexperienced follower or increasing its experience level in a previously chosen follower type: (inexperienced to seasoned or seasoned to expert). “Followers” gained this way do not count against your follower maximum and do not require spending gold.
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Empowered Guardian
Your familiar gains the ability to take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional radiant or necrotic damage (chosen when you chose this feature) equal to your proficiency bonus.
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Empowered Voice
So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).
Divine Curse
Divine Curse
As an action, you can roll 3d10 and form a pool of either necrotic or radiant damage (your choice) equal to the result. You can distribute this damage among creatures you can see within 30 feet of you, forcing each target to make a Charisma saving throw. On a failed save, a target takes the damage assigned to it, or half as much on a failure. In addition, for each d10 you forgo rolling, you can simultaneously cast bane on one creature you can see within 30 feet of you. You can target no more than three creatures with this feature, but you can inflict both effects on the same target. If you choose to both damage and cast bane on the same target, it makes a saving throw for each effect. When casting bane in this way, you must still maintain concentration as usual and its effects end if you use this feature to cast bane a second time.
At 5th, 9th, 13th, and 17th levels in this class, you gain an additional d10 to use with this feature.
Empowered Curse
If you have the Divine Curse Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.
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Distant Curse
The range at which you can use Divine Curse increases by 30 feet. You can select this option multiple times.
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Distribute Curse
You can target one additional creature when using Divine Curse.
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Greater Curse
You gain an additional d10 to use with Divine Curse. You can select this option multiple times.
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Timely Curse
You can use Divine Curse as a bonus action. If you do so, you can not use your action to cast a spell other than a cantrip on the same turn.
Receive Vision
Receive Vision
Time seems to stop for you as your mind is flooded with a vision critical to your current task. As a reaction, you can reroll an Intelligence, Wisdom, or Charisma skill or tool check and use the higher result. You can use this ability after you roll, but before the Narrator reveals the results of the check.
Empowered Vision
If you have the Receive Vision Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.
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Critical Vision
You score a critical success on a roll of 19–20 when using Receive Vision. If you already have a feature that increases the range of your critical success, you instead increase your range by 1, to a maximum of 17–20. You can choose this option multiple times.
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Deeper Vision
When you use Receive Vision, you also gain an expertise die on the check. You can select this option multiple times, increasing the size of the die you roll for temporary hit points by one step each time. For you, expertise dice used for this feature can be upgraded from d8 to d 12, exceeding the usual limit on expertise dice.
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Expanded Vision
Choose Strength, Dexterity, or Constitution. You can use Receive Vision with skill or tools checks using this ability score. You can select this option multiple times, selecting a different score each time.
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Lingering Vision
After using Receive Vision, you gain advantage on the next check you make using the same skill or tool within the next 24 hours or until you use Receive Vision again, whichever comes first. Each time you select this option, you increase the number of additional checks you gain advantage on by 1.
Divine Blessing
Divine Blessing
As an action, you can roll 2d8 and form a pool of hit points equal to the result. You can divide these hit points among living creatures you can see within 30 feet of you. In addition, for each d8 you forgo rolling, you can simultaneously cast bless on one creature you can see within 30 feet of you (including constructs and undead). You can target no more than three creatures with this feature, but you can provide both benefits to the same target. When casting bless in this way, you must still maintain concentration as usual and its effects end if you use this feature to cast bless a second time.
At 5th, 9th, 13th, and 17th levels in this class, you gain an additional d8 to use with this feature.
Empowered Blessing
If you have the Divine Blessing Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.
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Distant Blessing
The range at which you can use Divine Blessing increases by 30 feet. You can select this option multiple times.
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Distribute Blessing
You can target one additional creature to use with Divine Blessing.
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Greater Blessing
You gain an additional d8 when using Divine Blessing. You can select this option multiple times.
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Timely Blessing
You can use Divine Blessing as a bonus action. If you do so, you can’t use your action to cast a spell other than a cantrip on the same turn.
Yarrow
Yarrow
Mundane; material
Region: Country Shire, Open Roads, Rolling Grasslands (open fields, sunny clearings)
The soft, fern-like foliage of this plant has natural coagulant properties. Adventurers who succeed on a DC 12 herbalist’s kit check may create a yarrow poultice, which functions similarly to a bandage.
Yarrow Poultice (10 gp). This pale green poultice helps stem bleeding in a pinch. You may use an action to apply this poultice to a wound on yourself or another creature to end ongoing slashing damage. Unlike other improvised bandages, this does not incur the risk of contracting a disease.