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Maddworld
With some Renegade lore and racial abilities for DnD 5e incase people want to add the Renegade Shardunai to their roster of races
When the Great ones came and left leaving the Shardunai to evolve and thrive for themselves there was one group of Shardunai that wanted to look further into their past. But in doing so they uncovered something they couldn't even begin to wrap their heads around. A group of Shardunai managed to find an old and ancient laboratory abandoned by their gods deep within the depths of the ocean. Upon exploring the room they found traces of their old unevolved selves locked in time, even logs left by their supposed gods talking about their little science project that was their entire species. Hurt by their findings the group went back to their city and tried to explain their findings. But the Oracle's were having none of that and banished the group of Shardunai that were spreading falsities and lies. They tried to present evidence to the people but the Oracle's had the guardians destroy their evidence before seeking out the lab and eradicating it. The group of Shardunai fled deeper into the depths of the ocean and created their own little community hell-bent on showing their people the truth.
Ability score: +2 to strength +1 to intelligence
Age: Shardunai mature at the same rate as humans, but they're considered young until they reach the age of 30. On average, they live about 450 years.
Alignment: Renegade Shardunai tend towards a Evil alignment whether it be chaotic, Neutral, or lawful.
Size: Renegade Shardunai are extremely tall, typically over 8 feet and averaging 350 pounds. Your size is Medium.
Speed: Renegades do not venture onto land as often as their brethern do, therefore they have 20ft land speed and 40ft swim speed.
Shock Movement: Shardunai can turn their bodies into electrical energy and quickly blink short distances up to their movement speed. This puts a small toll on their nanites so they must spend 1 turn not moving to recharge this ability. Must be anchored to the ground to use this ability. (Eg touching the ground.)
Darkvision: Accustomed to the dark depths of the ocean Renegades have 90ft of darkvision
Water born: Can breathe both air and water.
Denounce: Point at a single target and berate them for the falsities of what they believe in. This functions as the Bane spell and can be cast once per day only targeting one creature, however it does not require concentration to maintain.
Languages: You can speak, read, and write Common and Shardoon. Shardoon is a language that is hard to replicate as it is an electrical frequency tuned into the race's nanites.
Racial Feats:
Shardunai
Blessings from Beyond:
Once per day as an action you can bless a number of targets equal to your wisdom modifier, you are automatically a target but do not count towards the total number. Each target gains resistance to lighting and thunder damage, +2 to ac and all saving throws for 1 minute as you bless them with words of the great ones.
Pacify:
+1 to wisdom
The power of the great one fills your soul and mind, your peaceful nature extending out to even the most hostile of creatures. As an action you can mark a target for 1 minute, a number of times equal to your wisdom modifier. During this time the target deals 1d6 less damage each time it performs a hostile action.
Renegade Shardunai:
Blessings from the unfaithful:
Once per day as an action you can bless a number of targets equal to your intelligence modifier, you are automatically a target but do not count towards the total number. Each target gains resistance to lighting and thunder damage, +2 to attack and damage and all saving throws for 1 minute.
Neutralize:
+1 to Strength
Your own power is what has gotten you this far in life, the so called great ones had no hand in your growth. All those that listen to the lies of the great ones, telling themselves they want peace are fools, and they'll get whats coming to them.
As an action you can mark a target for 1 minute, a number of times equal to your Strength modifier. During this time you deal 1d6 extra damage each time you hit that target. If the target follows the great ones deal 1d8 extra damage instead.
MaddworldWith some Renegade lore and racial abilities for DnD 5e incase people want to add the Renegade Shardunai to their roster of races
When the Great ones came and left leaving the Shardunai to evolve and thrive for themselves there was one group of Shardunai that wanted to look further into their past. But in doing so they uncovered something they couldn't even begin to wrap their heads around. A group of Shardunai managed to find an old and ancient laboratory abandoned by their gods deep within the depths of the ocean. Upon exploring the room they found traces of their old unevolved selves locked in time, even logs left by their supposed gods talking about their little science project that was their entire species. Hurt by their findings the group went back to their city and tried to explain their findings. But the Oracle's were having none of that and banished the group of Shardunai that were spreading falsities and lies. They tried to present evidence to the people but the Oracle's had the guardians destroy their evidence before seeking out the lab and eradicating it. The group of Shardunai fled deeper into the depths of the ocean and created their own little community hell-bent on showing their people the truth.
Ability score: +2 to strength +1 to intelligence
Age: Shardunai mature at the same rate as humans, but they're considered young until they reach the age of 30. On average, they live about 450 years.
Alignment: Renegade Shardunai tend towards a Evil alignment whether it be chaotic, Neutral, or lawful.
Size: Renegade Shardunai are extremely tall, typically over 8 feet and averaging 350 pounds. Your size is Medium.
Speed: Renegades do not venture onto land as often as their brethern do, therefore they have 20ft land speed and 40ft swim speed.
Shock Movement: Shardunai can turn their bodies into electrical energy and quickly blink short distances up to their movement speed. This puts a small toll on their nanites so they must spend 1 turn not moving to recharge this ability. Must be anchored to the ground to use this ability. (Eg touching the ground.)
Darkvision: Accustomed to the dark depths of the ocean Renegades have 90ft of darkvision
Water born: Can breathe both air and water.
Denounce: Point at a single target and berate them for the falsities of what they believe in. This functions as the Bane spell and can be cast once per day only targeting one creature, however it does not require concentration to maintain.
Languages: You can speak, read, and write Common and Shardoon. Shardoon is a language that is hard to replicate as it is an electrical frequency tuned into the race's nanites.
Racial Feats:
Shardunai
Blessings from Beyond:
Once per day as an action you can bless a number of targets equal to your wisdom modifier, you are automatically a target but do not count towards the total number. Each target gains resistance to lighting and thunder damage, +2 to ac and all saving throws for 1 minute as you bless them with words of the great ones.
Pacify:
+1 to wisdom
The power of the great one fills your soul and mind, your peaceful nature extending out to even the most hostile of creatures. As an action you can mark a target for 1 minute, a number of times equal to your wisdom modifier. During this time the target deals 1d6 less damage each time it performs a hostile action.
Renegade Shardunai:
Blessings from the unfaithful:
Once per day as an action you can bless a number of targets equal to your intelligence modifier, you are automatically a target but do not count towards the total number. Each target gains resistance to lighting and thunder damage, +2 to attack and damage and all saving throws for 1 minute.
Neutralize:
+1 to Strength
Your own power is what has gotten you this far in life, the so called great ones had no hand in your growth. All those that listen to the lies of the great ones, telling themselves they want peace are fools, and they'll get whats coming to them.
As an action you can mark a target for 1 minute, a number of times equal to your Strength modifier. During this time you deal 1d6 extra damage each time you hit that target. If the target follows the great ones deal 1d8 extra damage instead.
Category All / All
Species Shark
Size 1080 x 1920px
File Size 1.52 MB
FA+

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