Ardoni
Little is known about the history of the Ardoni. According to Anora, they weren't even a race originally native to our old world. They had navigated over during an event of sorts, and were here to stay.
The Ardoni are able to wield a strange type of magic, easily channeled by them called Songs. Though the Songs are few and far between, it was discovered that not just Ardoni could use them, leading to them being less and less in Ardoni hands. Upon death, Ardoni are buried in special graveyards with stone markings matching theirs so they may forever shine on.
Each Ardoni possesses a unique pattern of markings all over their slate grey bodies that are inherited from one of their parents and glows with the color of their clan. Their eyes also glow softly the same color as their patterns, as well as the edges of their pointy ears, which grow longer as they age. When they die, their glow goes out, and as they age, they dim. Aging at the same rate as humans, they reach maturity at 18 and live up to 800 years, though few make it that far. The Ardoni are divided into 5 clans, not including the clanless: The Voltaris (Red), The Sendaris (Blue), The Nestoris (Yellow), The Kaltaris (Green), and the Mendoris (Purple). All Ardoni have the last name of their clan.
Creature Type: You are Humanoid
Size: You are medium or small. You choose the size when you select this race. Ardoni range in height in build, but typical Ardoni range from 5’ 6” upwards to 7’.
Speed: Your base walking speed is 30 feet.
Songs of War: The Ardoni have the unique ability to use “Songs”, magical abilities bonded to the user until death. An Ardoni may bond with one of each type over the course of an hour. Each Ardoni may also only wield one song of each category. Songs come in cube forms that are dropped upon death to be bonded by another Ardoni, sold for a decent amount of money, or to be used by others. You start with one Song of your choice that is not a Prime Song.WS
The Songs come in 5 variants: Supporium (Green), Protisium (Blue), Mobilium (Yellow), Aggressium (Red), and Elementium (Purple). Of each type, there is a variant called a Prime Song, which allows the user to use every song of that type. These are deemed too powerful for one person to wield and are kept safe with the eldest of elders of each clan (called a Master). However, no Prime Songs exist on Anora's Refuge.
Weapon Training: You gain proficiency with the Longsword, Greatsword, Glaive, Double-Bladed Scimitar, and War Staff
Darkvision: You have Darkvision out to 60 feet.
Languages: You can speak, read, and write Common and Ardoni. Ardoni is a strange musical language that is often pleasant to the ears.
The Ardoni are divided into 5 clans, not including the clanless. The clan determines your pattern color, last name, and typically which type of Song you may start with. Your clan is your identity. You may get more reaction, respect, or help from your clan members.
Voltaris.
The Voltaris clan is represented by the color red. They are the more aggressive of the Ardoni.
Sendaris.
The Sendaris clan is represented by the color blue. The Sendaris typically lean on the good side of things, much like the Nestoris.
Nestoris.
The Nestoris clan is represented by the color yellow.The Nestoris typically lean on the good side of things, much like the Sendaris.
Mendoris.
The Mendoris clan is represented by the color purple. The Mendoris are a pacifist clan and widely prefer peace, but will fight for it if necessary.
Kaltaris.
The Kaltaris clan is represented by the color green. The Kaltaris are good fighters and are typically neutral.
Clanless.
An Ardoni that has no clan is known as a Clanless. All Ardoni are clanless when born and are initiated into their clan by a Master, typically at a young age. Though Clans are not determined by biology, pure-bloods can exist whose lineage stems entirely from one clan. A Clanless adult is very rare and typically results from an abandoned or orphaned baby.
The Songs are divided into five different categories: Supporium, Protisium, Mobilium, Aggressium, and Elementium. The following tables describe the names of each Song and what they do. All songs may be used a number of times equal to your Proficiency Bonus per day. Prime Songs gain extra uses.
The Song Save DC is determined by one of the following (You choose when picking this race):
The Song Attack bonus is determined by one of the following (You choose when picking this race):
Most Songs use your Proficiency Bonus for their calculations. This is shortened to PB.
| Aggressium Songs | ||
|---|---|---|
| Name | Use Time | Effect |
| Aggressium Prime | Depends | Can use any of the following Aggressium Songs. Can be used 3 additional times per short or long rest. |
| Aggrobeam | Action (Concentration) |
Fires a red beam of energy from your hand or weapon at a target within 30 feet. Target must make a Dexterity saving throw, taking PBd6 Force damage on a fail. You may use subsequent actions on your turn to keep up the beam as long as you are concentrating. |
| Aggroblast | Attack Action | Fire a shotgun-like blast of projectiles in a 15ft cone. Creatures inside must make a Dexterity saving throw, taking PBd6 Force damage on a fail or half as much on a success. |
| Aggrodetonate | Attack Action | You shoot an explosive ball of energy at a target within 30 feet. Make a Ranged Song attack roll, dealing PBd10 Force damage on a hit. |
| Aggropower | Bonus Action |
You channel this Song’s power through your weapon, granting it enhanced power. The weapon gains a +1 to attack and damage rolls if it doesn’t already have a innate bonus equal or higher. For the next minute, whenever you hit a creature with this weapon you deal an additional PB Force damage. The weapon loses all benefits when it leaves your hand. |
| Aggropunch | Free | Your fists crackle with red energy, magnifying your unarmed strikes. Until the end of your turn, any unarmed strikes you make deal an additional PBd6 Force damage. Your unarmed strikes can use your Song Attack Bonus instead of Strength (or Dex for monks). |
| Aggroquake | Attack Action | You slam your fist to the ground, causing all creatures within 5 feet of you to make a Strength saving throw, taking PBd6 Force damage or half as much on a success. Creatures that fail are pushed 5 feet away. |
| Aggroshard | Action | You fire a volley of 5 red shards at creatures within 30 feet, rolling a Song attack roll for each, and dealing 1d4+PB Force damage per hit. |
| Aggroshock | Action |
You send out a bolt of energy at a target within 30ft that can bounce between targets. Make a Song attack roll, dealing PBd8 force damage on a hit. If you roll double numbers, the bolt arcs to a enemy creature within 20ft, making a separate attack roll every time it bounces. Multiple doubles on one target cause it to bounce to multiple targets. A creature can only be targeted by one bolt per use of this Song. |
| Aggrosphere | Action | You fire a sphere of energy to a point up to 60ft away. All creatures in a 15ft radius sphere centered on the point must make a Dexterity Saving throw, taking PBd6 Force damage on a fail or half as much on a success. |
| Aggrostorm | Action (Concentration) |
Create a storm of heavy winds, creating difficult terrain in a 15ft radius sphere centered on you. Projectile-based ranged attacks have disadvantage on attack rolls against creatures in this radius, and misses will cause them to get caught in the storm. As a bonus action on your turn, you may send any caught projectiles at any creature within 60ft, with advantage against creatures in the storm. Additionally, all creatures of your choice take PBd4 Force damage while within 5 feet of you when they enter the space and on your turn. You may use subsequent actions on your turn to keep up the storm, requiring concentration. |
| Aggrovortex | Action | You fire a large cone of energy from your weapon. All creatures in a 20ft cone must make a Dexterity saving throw, taking PBd8 Force damage on a fail, and are pushed back 10 feet, with half as much on success and no movement. |
| Aggrowhip | Attack Action |
You conjure a whip of red energy and sling it at a target within 30 feet. Make a Melee Song attack roll, dealing PBd8 Force damage on a hit. On a hit, the target must make a Strength saving throw or be pulled up to 15 feet closer to you. If the initial attack misses, you may try again with any extra attacks you may have without expending any uses of this Song. |
| Protisium Songs | ||
|---|---|---|
| Name | Use Time | Effect |
| Protisium Prime | Depends | Can use any of the following Protisium Songs. Can be used 3 additional times per short or long rest. |
| Protoarmor | Reaction | As a reaction to being hit by an attack, you can see, you encase yourself in armor, giving yourself PBd4 temporary hitpoints. If this breaks via a melee attack, the attack must make a Constitution saving throw or be stunned until the end of their next turn. |
| Protobarrier | Action (Concentration) | Creates a large, stationary shield that has 12*PB health and an AC of 8+PB. The shield is 25 feet wide and 25 feet tall. Creatures of your choice cannot pass through it. |
| Protoclone | As a reaction to being hit by an attack, you can see, you create a crystal blue clone and eject yourself backward 5 feet without provoking opportunity attacks, reducing the damage taken by PBd6. | |
| Protoheal | Action |
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to PB*5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This has no effect on undead or constructs. |
| Protopoint | Reaction, Bonus Action | As a reaction to being hit with an attack you can see or, as a bonus action on your turn, you create a singular shield on your arm, increasing your AC by 3 until the end of your next turn. You can still use this Song even if both your hands are occupied, as long as you don’t have a shield. |
| Protosphere | Action (Concentration) | Creates a mobile shield around you and adjacent squares that has 8*PB health before expiring. This shield has an AC of 8+PB. Creatures of your choice cannot pass through it, though moving the shield through their space will put them inside it. |
| Protosuit | Action | You create a thin shield of blue energy around yourself, increasing your AC by 1 for PB hours. |
| Protovisibility | Action | This Song cloaks you from your enemies. For PB rounds, you remain invisible to all creatures of your choice as if under the Invisibility spell. |
| Mobilium Songs | ||
|---|---|---|
| Name | Use Time | Effect |
| Mobilium Prime | Depends | Can use any of the following Mobilium Songs. Can be used 3 additional times per short or long rest. |
| Mobilibounce | Bonus Action |
Creates PB*5 air platforms for you to bounce off of, increasing your move speed by 5 for each platform you touch. Additionally, you can store some for later use. You can only use a number of platforms per turn equal to your PB |
| Mobiliburst | Bonus Action | Dash forward in a straight line up to 15 feet without provoking opportunity attacks. Any creature within 5 feet of you after you dash takes PBd4 Force damage. |
| Mobiliflash | Bonus Action | Dash forward in a straight line up to 20 + PB*5 feet without provoking opportunity attacks. |
| Mobiliglide | Bonus Action | Increase your move speed by your PB*5 for PB rounds as you glide across the floor, ignoring difficult terrain. |
| Mobilileap | Bonus Action | Add PB*5 feet to your jump. You ignore up to 30 feet of fall damage after jumping. |
| Mobilishift | Bonus Action (Concentration) |
This Song allows you to shift how gravity effects you. For the next minute as a bonus action, and when you use this Song, you can choose a direction for which is “down” for you and fall in that direction. You ignore up to PB*10ft of fall damage whenever you use this. If you fall into an enemy, they take 1d6 Force damage per 10 feet you have fallen since your last impact. |
| Mobilislick | Bonus Action | Increases your move speed by 10 for 1 minute. Opportunity attacks have disadvantage, and you have advantage on escaping grapples for the duration. |
| Mobilistick | Bonus Action (Concentration) | Allows you to stick to and climb surfaces without difficulty for 1 minute. You cannot be moved or knocked prone against your will for the duration. |
| Mobiliwings | Action | Gives you a fly speed equal to your move speed for 2*PB rounds. |
| Supporium Songs | ||
|---|---|---|
| Name | Use Time | Effect |
| Supporium Prime | Depends | Can use any of the following Supporium Songs. Can be used 3 additional times per short or long rest. |
| Supporekesis | Reaction | If an attack roll is made against a creature within 30 feet of you, you can use your reaction to catch it (as long as it is not a ray), reducing the damage by PBd8. If the damage is reduced to zero, you can redirect the attack to a creature within 30 feet or 5 feet for melee attacks, making a Song attack roll and dealing the damage of the original attack. If an ally makes the attack roll you can use this to reroll the attack as a Song attack roll, your ally dealing damage on a success and not expanding this on a failure. |
| Supporobind | Action (Concentration) | You target an object within 30 feet that is touching another object or surface, forming a bind between the two for 1 minute. A creature can take an action to make a Strength check against your Song Save DC, breaking the bind on a success. |
| Supporocage | Action (Concentration) | Target a creature within 60ft, who must make a Strength Saving Throw or become restrained. A creature can repeat this saving throw at the end of each of its turns. |
| Supporochain | Action (Concentration) | Target two creatures within 10 feet of each other, creating a chain that links them together for 1 minute. They can no longer move more than 15 feet apart. Any movement beyond that range pulls the other. |
| Supporoform | Action | Target a non-magical object within 30 feet and change its form within the confines of the object. This can be used to fix or break something |
| Supporolift | Action (Concentration) | Gain minor telekinesis for a minute. Target a medium or smaller creature or object within 60 feet and move it up to 5*PB feet in any direction. Unwilling creatures must make a Strength saving throw, being moved on a failure. As long as you retain concentration, you may move the target again on your turn as a bonus action or target something else as an action. Target can be moved into another creature, surface, or object, to which make a Song attack roll, dealing PBd8 bludgeoning damage to both on a hit. |
| Supporolight | Action | You create a ball of green light in your hand or stuck to an object of your choice which remains for 10 minutes. Alternatively you can glow green for 10 minutes. Regardless, the light source sheds bright light for 15 feet and dim light for another 15 feet. The bright light is considered sunlight. |
| Supporomirror | Action (Concentration) |
You create an illusionary duplicate of a creature you know up to Large size or smaller. A creature can use an action to make an Investigation check against your Song Save DC, realizing its an illusion on a success. When you create the illusion, and as bonus action, you can move the illusion up to 20 feet and attack a creature. If the creature believes the illusion is real, it takes PBd4 Psychic damage on a hit. A creature hit believes it has taken damage from a real source. The illusion has an AC of 10 + PB, and PB*10 hit points. It is dispelled if killed. |
| Supporospike | Action | Create a 5-foot wide spike up to 25 feet in length from a target surface. If the surface cannot support such a structure, it fails to form but does not expend the use of this Song. Creatures in the space of the spike when formed are pushed into an adjacent unoccupied space and must make a Dexterity saving throw, taking PBd6 bludgeoning damage on a fail or half as much on a success. |
| Elementium Songs | ||
|---|---|---|
| Name | Use Time | Effect |
| Elementium Prime | Depends | |
| Elementiblast | Action |
This Song heats the very air and congests it into a fiery blast. Choose a point you can see within 60 feet. All creatures in a 20ft radius sphere centered on that point must make a Dexterity saving throw or take PBd6 Fire damage, with half as much on a success. This Song does not work underwater. |
| Elementiburn | Action | This Song conjures a vortex of Black Flames in a 10ft cube within 60 feet. All creatures inside must make a Dexterity saving throw, taking PBd6 Black Fire damage on a fail or half as much on a success. |
| Elementicrush | Action | Channeling this Song, you attempt to crush the psyche of a creature within 60 feet. The target must succeed on an Intelligence saving throw or take PBd8 Psychic damage, and reducing the next d20 roll they make by your PB on a failure. Only half damage on a success. |
| Elementicorrode | Action |
This Song brings forth powerful acid to dissolve foes and objects alike. Choose a creature or object you can see within 60 feet. The target immediately takes PBd4 Acid damage and has their AC reduced by 2 until the start of your next turn. This Song deals triple damage to objects. |
| Elementdecay | Action |
This Song pulls the life from around you, destroying it with ease. Each creature within 10 feet must make a Constitution saving throw, taking PBd6 Necrotic on a fail, or half as much on a success. You heal for half the damage dealt. This Song destroys all plant life within its radius. |
| Elementifreeze | Action |
This Song freezes the environment and blasts enemies with ice. All creatures in a 30ft line originating from you must make a Constitution saving throw or take PBd8 Cold damage, with half as much on a success. Creatures that fail also suffer a -10 penalty to move speed. This Song freezes most surfaces and liquids it crosses. |
| Elementimpact | Action | This Song blasts foes with powerful energy. Make a Song attack roll against a creature within 120 feet, dealing PBd10 Force damage on a hit, pushing that creature back 10 feet. |
| Elementinfect | Action | This Song infects creatures with a deadly disease. Choose a creature you can see within 30 feet. At the start of each of its turns, it takes PB Poison damage until it dies. Each time it takes this damage, it must make a Constitution saving throw or become Poisoned until the start of its next turn. |
| Elementirot | Action | This Song calls forth the Scarlet rot to destroy a creature’s vitality. Target a creature you can see within 60 feet, forcing a Constitution saving throw. On a fail, the creature gains the Scarlet Rot condition and immediately takes the damage as if they had started their turn with it. |
| Elementisear | Action | This Song calls down radiant light to sear your enemies. Target 3 creatures you can see within 60 feet. All targets must make a Constitution saving throw, taking PBd6 Radiant damage on a fail, or half as much on a success. |
| Elemenetishatter | Action | This Song shatters the air in a 15ft radius sphere within 60 feet. All creatures inside must make a Constitution saving throw, taking PBd6 Thunder damage on a fail, or half as much on a success. Creature’s that fail also become deafened. |
| Elemenetistorm | Action (Concentration) | This Song summons a storm cloud of ancient red lightning to rain lightning on your foes. As an action on your turn while concentrating for the next minute, and when you use this Song, you can cause a creature within 30 feet to make a Dexterity saving throw, taking PBd6 Ancient Dragon Lightning damage on a fail or half as much on a success. |
| Elementizap | Action |
This Song calls forth a lightning bolt to strike your enemies. Choose a point you can see within 60 feet. All creatures in a 10ft radius sphere centered on that point must make a Dexterity saving throw or take PBd8 Lightning damage, with half as much on a success. Creatures with metal armor have disadvantage on the Dexterity saving throw. |