Ardoni (1710 DR and before)

The Ardoni are a race of innately magical humanoids that journeyed from Mazteca. The Ardoni are formidable warriors and mages due to their innate magical abilities, unique to them. Upon death, they 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. At special shrines, 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 or sold to the right buyer for a decent amount of money.

The Songs come in 4 variants: Supporium (Green), Protisium (Blue), Mobilium (Yellow), and Aggressium (Red). 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).

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.

Optional Feature: Deserter You have left the New Maztecan Army to go your own path, your reasons your own. You can fit in with the Maztecan army easily if need be, but if you are recognized as a deserter, there will be consequences. You also have extensive knowledge of the chain of command.

Clans

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 and, as such, were not entrusted with the safekeeping of a Prime Song.

Starting Song: Aggressium

Sendaris.

The Sendaris clan is represented by the color blue. They were entrusted with the Mobillium Prime Song. As a result, their people usually wield Mobillium Songs. You start with one by default. The Sendaris typically lean on the good side of things, much like the Nestoris.

Starting Song: Mobilium

Nestoris.

The Nestoris clan is represented by the color yellow. They were entrusted with the Aggressium Prime Song, the most dangerous of the four. As a result, their people usually wield Agressium Songs. You start with one by default. The Nestoris typically lean on the good side of things, much like the Sendaris.

Starting Song: Aggressium

Mendoris.

The Mendoris clan is represented by the color purple. They were entrusted with the Protisium Prime Song. As a result, their people usually wield Protisium Songs. You start with one by default. The Mendoris are a pacifist clan and widely prefer peace, but will fight for it if necessary.

Starting Song: Protisium

Kaltaris.

The Kaltaris clan is represented by the color green. They were entrusted with the Supporium Prime Song. As a result, their people usually wield Supporium Songs. You start with one by default. The Kaltaris are good fighters and are typically neutral.

Starting Song: Supporium

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. A Clanless may choose a Song of a Clan they were adopted by or none at all.

Starting Song: None

Songs

The Songs are divided into four different categories: Supporium, Protisium, Mobilium, and Aggressium. 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 twice as many times per day. Rolls 2 extra dice per use and doubles the duration of an effect.
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)/2 Force damage. Your unarmed strikes can use your Song Attack Bonus instead of any other modifier.
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.

Mobilium Songs
Name Use Time Effect
Mobilium Prime Depends Can use any of the following Mobilium Songs. Can be used twice as many times per day. Effects and durations are doubled.
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 5 feet you have fallen since your last impact, at a maximum of 20d6.

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.

Protisium Songs
Name Use Time Effect
Protisium Prime Depends Can use any of the following Protisium Songs. Can be used twice as many times per day. Effects and durations are doubled.
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 10+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 10+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.

Supporium Songs
Name Use Time Effect
Supporium Prime Depends Can use any of the following Supporium Songs. Can be used twice as many times per day. Rolls 2 extra dice per use and doubles the duration of an effect.
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.
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. You can make a Song attack roll and move the target into another creature, surface, or object, dealing PBd6 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 you can see within 30ft. 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.