Irda Lineage

 “The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s teachings, some of them adopted the philosophies of other deities. Those irda who don’t serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.

Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.”

- Monstrous Compendium Vol 2: Dragonlance Creatures

 

Idra Personality

 

Irda who grew up free in the secretive communities of their own kind, frequently learned to be quiet and untrustworthy of outsiders. Those who didn’t often learned to take on a persona to keep out of sight of the Dragon Queens minions, making use of their innate shape changing ability.

 

Unsurprisingly those who grew up in such wary collectives, and sometimes even those who didn’t grow up with their own cautious quirks. If your irda was raised this way, roll on the quirk table below or pick one that suits:

D6

Quirk

1

The need to be quiet and unseen has left you with a preference of using sign language rather than the spoken word.

2

You like to have a different face for each new location you travel, to disguise where you’ve been, but also to start afresh.

3

You keep everything you need tucked away safely, anything that can’t fit has to be deemed unimportant.

4

You keep symbols on you so other irda may recognise you even while disguised. This might be hidden on clothing or tattoos, so long as it's visible.

5

You avoid giving your name, even when it makes conversation awkward and fall short.

6

You keep things written down as record, to give a sense of permanence to your community and people.

 

Physical Description

 

Irda are tall, often standing at about six feet tall or more. Like elves, they have pointed ears, and a similar cold disposition. Their skin colour varies across all the shades of blue in the world, from the blue of the deepest ocean, to the almost white blue of the morning sky. Most irda have bright but dark hair, dark blues and reds for instance, but white or silver hair isn’t uncommon.

Irda Traits

 

Your irda character has the following lineage traits.

 

Creature Type. You are giant

Size. Your height is somewhere between 6ft to 7ft, you are considered medium.

Speed. Your walking speed is 30ft

Augment Physicality. Using an action, you magically heighten your physical ability and increases in size for 1 minute, along with anything you’re wearing or carrying. While augmented, you are Large, and make Strength and Dexterity saving throws with advantage. If you lack the room to become Large, you attain the maximum size possible in the space available.

Change Shape. As an action, you magically transforms to look and feel like a Medium Humanoid you have seen. Any equipment you’re wearing or carrying isn’t transformed, and your statistics don’t change. You reverts to your true form if you’re reduced to 0 hit points or if you uses an action to end the transformation.

Once you’ve used this trait you must complete a long rest before using it again.

Darkvision. 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 discern colours in that darkness only as shades of grey.

Veil Shift. Starting at 3rd level, you are able to slip unnoticed on the battlefield. As a bonus action, you, along with any equipment you’re wearing or carrying, turns invisible and teleports to an unoccupied space you can see within 30 feet of yourself. You remain invisible until the start of your next turn or until immediately after you make an attack roll, whichever comes first.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.




Irda Feats

 

As an irda the following lineage feats are available to you.

 

Giant’s Cunning

Prerequisite: Irda

 

Free irda have to learn how to keep hidden early in their life, to keep themselves from the Dragon Queen’s ire. When you take this feat you become more wily than most.

As a bonus action you may take the hide or dodge action.

You may use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Piercing Gaze  

Prerequisite: Irda

 

The common use of illusions and obfuscation to protect irda communities has trained you to see past them. This feat gives you the following benefits:

·        Increase your Wisdom score by 1, to a maximum of 20.

·        Gain proficiency in either the Insight, Investigation or Perception skill.

·        You gain truesight up to 5ft. Additionally, you may use your action to focus your vision and increase this to 15ft.

 

Obscuring Protector

Prerequisite: Irda

 

You are able to safekeep those around you with your now honed illusory powers. When a creature you can see within 30 feet of you is targeted by an attack, you can surround the creature with illusory mist, granting the creature half cover until the start of your next turn.  

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Veil Keeper Magician

Prerequisite: Irda

 

You have learned to connect to your innate magic like other Veil Keepers before you, granting you the following benefits:

·        You gain either the Minor Illusion or Dancing Lights cantrip.

·        You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

 

Veil Keeper Master

Prerequisite: Irda and the Veil Keeper Magician Feat

 

Your use of illusory spells to conceal and deceive has grown with you. Once per day you can now cast Hallucinatory Terrain as a 4th level spell. Additionally, if you or any friendly creatures are within the area of the spell when the spell is cast, you may choose to become invisible for the next 10 minutes.

This invisibility ends early for any creature that casts a spell or makes an attack.

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