Cross Sphinx Lineage

THEIR BLOOD WAS POPULAR FOR BOTH ALCHEMICALLY AND FOR superstitious reasons a replacement for the main component in a truth serum elixir, a stimulant for the brain when drunk, a ward against liars and charlatans. Their claws and feathers, while not as impressive as a sphinx also sold well as a form of protection.  The truth in the power in their parts is hard to determine, as finding real parts for sale are as hard to find as the actual cross sphinx itself. Yet that has never undermined their value or the persistence of collectors when one is found.
-        Gideon Mayfair - Alchemy Ingredients; must haves and have-nots.
 
The Blessed Few

Cross sphinx, sometimes known as the blessed or the lesser sphinx, are the product of a family line who has been in contact with a sphinx. Unlike most races they have extraordinarily little culture of their own; partly due to the rarity of the race and partially because finding their sphinx patron to learn from is a tremendous task to undertake.
 
Coming across a sphinx is exceedingly rare, they are immortal, solitary creatures, gifted with the powers of truth and knowledge by the gods themselves. Even then those who succeed in finding them must first prove themselves before getting anything in return, usually through a test of wits, knowledge or perseverance that often reveals the answer they were looking for all along. As sphinxes prefer to teach through challenge and opportunity.
 
However, those who do, those who manage to fight the odds and succeed, are blessed. It is often not obvious, but those who have been pass down a recessive gene, a little spark of power that holds some gifts the sphinx possess.  After a time, this spark will show itself, creating a child with otherworldly intuition and sense.

Recognizable Traits

These beings are frequently recognized by their leonine feet and legs, and flightless wings that spread from their back. Often times these features spread to other areas, such as catlike eyes, tail feathers, or whiskers. The main difference that crops up between cross sphinx is how much of their features take on the feline or avian aspects of their heritage.
 
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Cross Sphinx mature at the same rate as humans, but they can live up to 200 years.
Size. Cross sphinx tend towards an above average height, 6ft and above, some even reaching past 7ft, though their weight does not seem to match their towering height, only weighing the same amount as a human or a large elf. Your size is medium.  
Speed. Your base walking speed is 30 feet.
Knowing Look. You gain proficiency in the insight skill.
Discerning Mind. The knowledge and wisdom blessed to you by your sphinx patron means you are skilled at inciting the truth from their lips. As an action, you concentrate on a single target, while you are concentrating, you can tell if they are lying for the next minute without their knowledge. You cannot use this feature again until completing a long rest.
Languages. Common, Draconic and one other language of your choice.
 
Leonine Sphinx
Steadfast and strong, they take on the more formidable aspects of a sphinx. Their power, their stamina, and indeed their claws.
Flat Footed. You have advantage on saving throws against being knocked prone.
Natural Weapon. Your clawed hands and feel are natural weapons, if you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Restful Reset. When you reach 5th level you may cast Catnap once per long rest as a 3rd level spell. Wisdom is your spellcasting ability for this spell.
 
Avian Sphinx
Gentle, observant, and not easily tricked, they are skilled at seeing through magical deception, and have wings that provide more than just an obvious distinction in appearance.
Gentle Glider. When you fall from a height larger than 10ft you can reduce the damage you take by spreading out your wings as a reaction. Using this feature halves, the damage you take from falling.
Eagle Eyed. You gain proficiency in the perception skill and have advantage on them when looking out for illusory magic, or in investigation checks to see past them.
 
Lineage Feats
 
Some cross sphinxes take the time to learn about the sphinx who blessed them, becoming more capable in their own innate power. To show this you may take any of the following feats.
 
Ancient Eyes  
Prerequisite: Cross Sphinx
You have access to some knowledge of your sphinx patron and have learned to channel and replace the knowledge while you dream. 
  •  Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • You learn 1 additional language of your choice, in addition, you may switch this language out for a different language when you complete a long rest
 
Secret Keeper
Prerequisite: Cross Sphinx
You have used your innate talents of sifting through the truth and fiction of things to hide your own intentions.
You are immune to any effect that would sense its emotions or read its thoughts, as well as any Divination spell that it refuses. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
 
Mystic Power
Prerequisite: Cross Sphinx
You channel the magic of your sphinx birthright with ease. You gain access to the spells Command, Detect Evil and Good, Detect Magic and Shield and can cast each of them once per long rest. Wisdom is your spellcasting ability for these spells.
 
Almighty Roar
Prerequisite: Cross Sphinx
When in battle you have gained the ability to channel your fury into an incredible and terrifying sound.
You can now emit a magical roar as an action effecting each hostile creature within a 10ft radius of you. Each effected creature must succeed a Wisdom saving throw (DC 8 + your proficiency modifier + your Wisdom modifier) or be frightened for the next minute. You may also roll on the table below to cause an additional effect.
1-4 Nothing else happens.
5 They are knocked prone.
6 They are knocked prone and are unable to take reactions until the start of your next turn.
You may use this feature once per short or long rest.
 
 

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