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(Criou página com '''Size.'' In general, Vastaya have a similar height and weight to Humans, with notable exceptions. You can choose between the sizes Small, Medium and Large.')
(Criou página com '''Devour Essence.'' As an action, you can devour the life essence of an Unconscious creature with 0 hit points within 5 feet of you; that creature then dies and cannot be revived by any means other than a wish spell. When you do so, you regain hit points equal to your Charisma or Wisdom modifier (set during character creation). You can use this feature a number of times equal to half your proficiency bonus per long rest. Additionally, when you do so, you gain some fragme...')
 
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This Article is in accordance with the ''version 0.94''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Categoria:0.94]]
[[Categoria:0.94]]
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In regions with a lot of magic, they can change their appearance quickly. Smaller and simpler traits are more stable, while more complicated traits are difficult to maintain.
In regions with a lot of magic, they can change their appearance quickly. Smaller and simpler traits are more stable, while more complicated traits are difficult to maintain.


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Vastaya's proximity to its ancestor Vastayashai'rei makes this shapeshifting easier, or more difficult, in combination with the flow of spiritual magic from the location.
A proximidade do vastaya de seu ancestral Vastayashai’rei faz com que essa mudança de forma seja mais fácil, ou mais difícil, em combinação com o fluxo de magia espiritual do local.
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Some tribes naturally possess claws and fangs, but can utilize the Sho'Ma to approximate human form. Others are closer to human in appearance and can use the Sho'Ma to add some kind of natural weapon. The closer you are to a beast, the more difficult it is to interact with humans or the possibility of causing you greater discomfort depending on your tribe.
Algumas tribos possuem naturalmente garras e presas, mas podem utilizar o Sho’Ma para se aproximar da forma humana. Outras possuem a aparência mais próxima da humana e podem usar o Sho’Ma para adicionar algum tipo de arma natural. Quanto mais próximo de uma fera, mais difícil é a interação com humanos ou a possibilidade de lhe causar um desconforto maior dependendo da sua tribo.
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However, for some tribes, becoming closer to humans will make you uncomfortable, but will make your interactions with them easier. The bigger the change you make, the harder it will be to make and maintain it.
No entanto, para algumas tribos, se tornar mais próximo dos humanos lhe trará um desconforto, mas facilitará suas interações com eles. Quanto maior a alteração que você fizer mais difícil será de realizá-la e mantê-la.
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In some tribes, the Sho'Ma ended up being developed in a different way, not so linked to the understanding of one's own essence, but to the spiritual essence in general.
Em algumas tribos, o Sho'Ma acabou por ser desenvolvido de uma forma diferente não ligada tanto à compreensão da própria essência, mas sim da essência espiritual no geral.
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As previously mentioned, Sho'Ma is a cultural characteristic common to the Vastaya, but the concept itself ended up being forgotten by most tribes, leaving only the Oovi'kat to maintain this tradition, which perhaps has to do with their chameleonic nature.
Como dito anteriormente, o Sho'Ma é uma característica cultural comum aos Vastaya, mas o próprio conceito acabou sendo esquecido pela maioria das tribos fazendo com que apenas os Oovi'kat tenham
mantido essa tradição, o que talvez tenha a ver com a sua natureza camaleônica.
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= Vastaya Origin Traits =
= Traços de Origem dos Vastaya =
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''Attributes:'' You can add 2 points to an attribute and 1 to a second attribute.
''Attributes:'' You can add 2 points to an attribute and 1 to a second attribute.
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''Past.'' Choose a Past. See [[Passados/en|Chapter 4: Detailing - Pasts]] for the list of Pasts available.
''Past.'' Choose a Past. See [[Passados/en|Chapter 4: Detailing - Pasts]] for the list of Pasts available.


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''Region.'' You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in [[Runeterra/en|Chapter 11: Runeterra]].
''Região.'' Você recebe 1 ponto de Herança de Região e 1 idioma dessa região, você deve escolher sua Região que definirá onde você cresceu e muito de como você vê o mundo. Você pode ver mais a respeito disso no [[Runeterra|Capítulo 11: Runeterra]].
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''Shapeshifters.'' Although Vastaya are generally shapeshifters, control of this form is not the same for all of them. A Vastaya can change aspects of its form such as eye color, whether it has hair or feathers, and other minor aspects using a bonus action and making a DC 15 Transformation roll.
''Metamorfos.'' Embora os Vastaya no geral sejam metamorfos, o controle dessa forma não é igual em todos. Um Vastaya pode mudar aspectos de sua forma como cor de olhos, se possui cabelos ou penas, entre outros aspectos menores utilizando uma ação bônus e fazendo uma jogada de Transformação CD 15.
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<div style='text-align: center;'>'''''Transformation''''' = your proficiency bonus + your Constitution modifier</div>
<div style='text-align: center;'>'''''Transformação''''' = seu bônus de proficiência + seu modificador de Constituição</div>
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''Magic Connection.'' Vastaya are naturally attuned to the magic flowing in a region, receiving effects based on the location's magic level:
''Conexão Mágica.'' Os Vastaya são naturalmente ligados à magia que flui em uma região, recebendo efeitos baseados no nível de magia do local:
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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; background-color:#B4A7D6;"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="2" | Conexão Mágica
! colspan="2" | Magic Conexion
|- style="font-weight:bold;"
|- style="font-weight:bold;"
|style="min-width:120px;"| Nível de Magia
|style="min-width:120px;"| Magic Level
| style="text-align:left;" | Efeito
| style="text-align:left;" | Effect
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| Nula
| Null
| style="text-align:left;" | Vastaya sentem cada segundo em lugares assim como uma facada em sua alma. Em adição aos efeitos de zona de Magia Fraca, não são capazes de mudar sua forma e a cada hora que permaneçam em uma região de Magia Nula, Vastaya devem realizar uma salvaguarda de Constituição CD 5, a cada hora que se mantenham nessa região e a cada falha, a CD aumenta em +5 até o máximo de 20. A cada falha o vastaya recebe 1 nível de exaustão. Usuários de mana podem canalizar mana para um Vastaya para recuperar esses níveis de exaustão, sendo necessário o gasto de 5 pontos de mana para remover um nível de exaustão, no entanto, enquanto estiver nessa área o Vastaya deve fazer a salvaguarda a cada hora.
| style="text-align:left;" | Vastaya feel every second in those places like a stab to their soul. In addition to the zone effects of Weak Magic, they are unable to change their form, and each hour they remain in a Null Magic region, Vastaya must make a DC 5 Constitution saving throw, for each hour they remain in that region and for on each failure, the DC increases by +5 to a maximum of 20. With each failure, the Vastaya gains 1 level of exhaustion. Mana users can channel mana to a Vastaya to recover these levels of exhaustion, requiring the expense of 5 mana points to remove a level of exhaustion, however, while in this area the Vastaya must make the saving throw every hour.
|-
|-
| Fraca
| Weak
| style="text-align:left;" | Os Vastaya se sentem desconfortáveis nessas regiões, não sendo capazes de obter ou utilizar Inspiração e fazem jogadas de Transformação com desvantagem.
| style="text-align:left;" | The Vastaya feel uncomfortable in these regions, not being able to obtain or use Inspiration and making Transformation rolls at a disadvantage.
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| Média
| Average
| style="text-align:left;" | Esses são os locais mais comuns onde se encontram Vastaya, nesses locais o Vastaya não recebem nenhum efeito positivo ou negativo
| style="text-align:left;" | These are the most common places where Vastaya are found, in these places Vastaya do not receive any positive or negative effects.
|-
|-
| Forte
| Strong
| style="text-align:left;" | Geralmente esses locais são sagrados, neles os Vastaya se sentem muito mais motivados. Enquanto em uma região de Mana Forte, Vastaya podem uma vez por rodada fazer novamente uma jogada escolhendo entre os dois resultados. Essa nova jogada pode ser feita um número de vezes igual a seu bônus de proficiência por descanso pleno.
| style="text-align:left;" | Usually these places are sacred, where the Vastaya feel much more motivated. While in a region of Strong Mana, Vastaya can, once per round, reroll a roll choosing between the two outcomes. This reroll can be made a number of times equal to your proficiency bonus per full rest.
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| Alta
| High
| style="text-align:left;" | Esses locais possuem magia fluindo de forma tão intensa que Vastayas se sentem intoxicados pela magia, podendo aflorar aspectos bem diferentes de sua personalidade. Enquanto em uma região de Alta Magia, em adição aos efeitos de Zona de Magia Forte, os Vastaya recuperam 1 ponto de vida por minuto e fazem qualquer jogada de Transformação com vantagem.
| style="text-align:left;" | These places have magic flowing so intensely that Vastayas feel intoxicated by magic, which can bring out very different aspects of their personality. While in a High Magic region, in addition to Strong Magic Zone effects, Vastaya heal 1 hit point per minute and make any Transformation rolls with advantage.
|}
|}
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''Lineages.'' You must choose one of the following tribes:
''Linhagens.'' Você deve escolher uma entre as tribos a
seguir:
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= Tribes =
= Tribos =
Although they are plural in their characteristics, the Vastaya end up organizing themselves into tribes that, given their location, end up sharing similar characteristics.
Embora sejam plurais em suas características, os Vastaya acabam por se organizar em tribos que, dada a localização acabam por partilhar de característica similares.
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== Oovi-Kat ==
== Oovi-Kat ==
Os Oovi-kat são uma tribo desconhecida pelos humanos mas de conhecimento comum pelas outras tribos Vastaya, tem a reputação de ser atribo mais próxima do ancestral Vastaya, os Vastayashai’rei.
The Oovi-kat are a tribe unknown to humans but common knowledge to other Vastaya tribes, reputed to be the closest tribe to the Vastaya ancestors, the Vastayashai'rei.
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The only known member of the Oovi-Kat tribe is champion Neeko, the curious chameleon.
O único membro conhecido da tribo dos Oovi-Kat é campeã Neeko, a camaleoa curiosa.
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:'''''Male Oovi-Kat Names''''': ?
:'''''Nomes Oovi-Kat Masculinos''''': ?
:'''''Female Oovi-Kat Names''''': Neeko
:'''''Nomes Oovi-Kat Femininos''''': Neeko
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''Speed.'' Your base walking speed is 35 feet.
''Deslocamento.'' Seu deslocamento base de caminhada é de 35 pés.
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''Size.'' Oovi-kat are naturally between 1.2 and 1.6 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Oovi-kat possuem naturalmente entre 1,2 e 1,6 metro. Para todos os efeitos seu tamanho é Médio.
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''Master of Sho’ma.'' Oovi-Kat have a special way of communicating, they sense the spiritual essence of a being, the Sho'ma. They can use their Metamorphosis to transform into a different being, feel their emotions and glimpse part of their recent memories. Transforming into another creature requires 1 minute of observation, to feel its emotions and have a glimpse of its recent memories requires observation for at least 5 minutes. These recent memories are sensations and images about what happened in the last 2 hours, before the Oovi-kat tried to understand your memories. When in another form, the Oovi'Kat retains all of their characteristics.
''Mestre de Sho’ma.'' Oovi-Kat têm uma maneira especial de se comunicar, eles sentem a essência espiritual de um ser, o Sho’ma. Eles podem usar sua Metamorfose para se transformar em um ser diferente, sentir suas emoções e vislumbrar parte de suas memórias recentes. Para se transformar em outra criatura é necessário 1 minuto de observação, para sentir suas emoções e um vislumbre das suas memórias recentes é necessário observar por pelo menos 5 minutos. Essas memórias recentes são sensações e imagens sobre o que houve nas últimas 2 horas, antes do Oovi-kat tentar entender suas memórias. Quando em outra forma, o Oovi’Kat mantém todas suas características.
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''Clone of Sho’ma.'' An Oovi-Kat can use its Sho'ma as a bonus action to create a duplicate of itself or a creature that is disguised. This clone lasts until the end of your next turn and moves as far as it can in a direction you choose. An enemy must make a Perception or Arcana check of DC 8 + your proficiency bonus + your Charisma modifier to know which one is the real one. If attacked, the clone disappears. You can do this a number of times equal to your proficiency bonus per full rest.
''Clone de Sho’ma.'' Um Oovi-Kat pode utilizar de seu Sho’ma para com uma ação bônus criar uma duplicata deles mesmos ou de uma criatura que estejam disfarçados. Esse clone dura até o final de seu próximo turno e se movimenta o máximo que conseguir em uma direção que você escolher. Um inimigo deve fazer um teste de Percepção ou Arcanismo CD 8 + seu bônus de proficiência + seu modificador de Carisma, para saber quem é o verdadeiro. Caso seja atacado, o clone desaparece. Você pode fazer isso um número de vezes igual ao seu bônus de proficiência por descanso pleno.
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''Language.'' You can speak the ancient Vastayashai'rei language. In addition to being able to use your Sho'ma to learn other languages more easily, you have +2 additional common languages or 1 exotic language.
''Idioma.'' Você pode falar o idioma antigo Vastayashai’rei. Além de poder utilizar de seu Sho’ma para aprender outros idiomas mais facilmente, você possui +2 idiomas comuns adicionais ou 1 idioma exótico.
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== Marai ==
== Marai ==
Os sirênios Marai são uma tribo Vastaya que vive sob o oceano a oeste do Monte Targon. Acostumados à vida subaquática, eles conseguem respirar tanto debaixo da água quanto na superfície. Sua aparência costuma se aproximar de sirenídeos, possuindo escamas por todo
The Marai Sirenians are a Vastaya tribe who live under the ocean west of Mount Targon. Accustomed to life underwater, they can breathe both underwater and on the surface. Their appearance is usually similar to a merrow, having scales all over their body, with the lower part of it being a tail similar to that of an aquatic mammal, while its upper part is more humanoid, and may have fins or gills. The colors of a Marai can vary between them.
corpo e com sua parte inferior sendo uma cauda parecida com a de um mamífero aquático, enquanto sua parte superior é mais humanoide, podendo ter barbatanas ou guelras. As cores de um Marai podem variar entre eles.
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The best-known member of the Marai tribe is champion Nami, the Tidecaller.
O membro mais conhecido da tribo dos Marai é campeã Nami, a Conjuradora das Marés.
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:'''''Marai Male Names''''': Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.
:'''''Nomes Marai Masculinos''''': Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.
:'''''Marai Female Names''''': Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea.
:'''''Nomes Marai Femininos''''': Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea.
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''Speed.'' Marai naturally have tails to increase and facilitate their movement through the water, having a swimming speed of 50 feet in water. While on land they adapt their lower body to legs to move more easily although they lose some of their speed. On land your base walking speed is 25 feet.
''Deslocamento.'' Os Marai possuem naturalmente caudas para aumentar e facilitar sua movimentação dentro d’água, possuindo um deslocamento de natação de 50 pés na água. Enquanto estão em terra adaptam a parte inferior de seu corpo para pernas para se mover com maior facilidade embora percam um pouco de sua velocidade. Em terra seu deslocamento base de caminhada é de 25 pés.
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''Size.'' The Marai naturally have a tail that makes their length between 1.9 and 2.7 meters. When assuming legs, their height can vary between 1.4 and 2 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Marai possuem naturalmente uma cauda que faz com que seu comprimento fique entre 1,9 e 2,7 metros. Ao assumirem pernas sua altura pode variar entre 1,4 e 2 metros. Para todos os efeitos seu tamanho é Médio.
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''Amphibian.'' Marai can breathe both on land and in water and naturally have tails to improve and facilitate their movement in water, having a swimming speed of 50 feet in water. While on land, they adapt their lower body to legs to move more easily. Besides that, combat underwater does not inflict movement penalties or disadvantages on you. While underwater they also see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light, not discerning colors in the dark, only shades of gray.
''Anfíbios.'' Os Marai conseguem respirar tanto em terra quanto na água e possuem naturalmente caudas para aumentar e facilitar sua movimentação dentro d’água, possuindo um deslocamento de natação de 50 pés na água. Enquanto estão em terra, adaptam a parte inferior de seu corpo para pernas para se mover com maior facilidade. Além disso, combate debaixo da água não causa penalidades ou desvantagens de movimentação em você. Enquanto debaixo da água também enxergam na penumbra a até 60 pés como se fosse luz plena e no escuro como se fosse na penumbra, não discernindo cores no escuro, apenas tons de cinza.
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''Sonar.'' The Marai communicate below great depths through sonar. Those same sonars can be used as a weapon on land. Using an action, you can deliver a 15-foot cone a number of times equal to your proficiency bonus per full rest. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier. On a failure, an affected creature takes 1d4 + proficiency bonus + Constitution modifier thunder damage. Deaf creatures have advantage on this saving throw.
''Sonar.'' Os Marai se comunicam debaixo de altas profundidades através de sonares. Esses mesmos sonares na superfície podem ser usados como arma. Usando uma ação, você pode desferir um cone de 15 pés um número de vezes igual ao seu bônus de proficiência por descanso pleno. Todas as criaturas no alcance devem fazer uma salvaguarda de Constituição CD 8 + seu bônus de proficiência + seu modificador de Constituição. Em uma falha, uma criatura afetada sofre 1d4 + bônus de proficiência + modificador de Constituição de dano trovejante. Criaturas surdas tem vantagem nessa salvaguarda.
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== Shimon ==
== Shimon ==
Os Shimon são uma tribo de vastayeses de Ionia com a aparência animalesca de macacos. Espertos, ágeis e astutos, conseguem furtivamente pregar peças em qualquer desavisado.
The Shimon are a tribe of Vastaya from Ionia with the animalistic appearance of apes. Smart, agile and cunning, they can stealthily play tricks on any unsuspecting person.
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The most well-known member of the Shimon is Wukong, The Monkey King.
O membro mais conhecido dos Shimon é Wukong, O Macaco Rei.
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:'''''Shimon Male Names''''': An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son, Wen
:'''''Nomes Shimon Masculinos''''': An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son, Wen
:'''''Shimon Female Names''''': Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui  
:'''''Nomes Shimon Femininos''''': Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui
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''Speed.'' Your base walking speed is 30 feet.
''Deslocamento.'' Seu deslocamento base de caminhada é de 30 pés.
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''Size.'' The Shimon are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Shimon possuem naturalmente entre 1,4 e 1,8 metro. Para todos os efeitos seu tamanho é Médio.
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''Unbounded.'' Shimon are always outdoing themselves. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to your proficiency bonus per full rest, and you gain proficiency with one Skill and one Craft of your choice.
''Sem Limites.'' Shimon estão sempre se superando. Você pode re-rolar uma falha em um teste de Força, Destreza ou Constituição um número de vezes igual ao seu bônus de proficiência por descanso pleno e você recebe proficiência com uma perícia e um ofício à sua escolha.
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''Simian Fury.'' Your unarmed attacks have their damage increased by one category, in addition, you can double your melee attack's damage modifier a total of times equal to twice your proficiency bonus per full rest.
''Fúria Símia.'' Seus ataques desarmados têm seu dano aumentado em uma categoria, adicionalmente, você pode dobrar o modificador de dano de seu ataque corpo a corpo um total de vezes igual ao dobro do seu Bônus de proficiência por descanso pleno.
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== Fauhwoon ==
== Fauhwoon ==
Os Fauhwoon são seres ligeiramente comuns em Ionia, assim como os outros Vastaya, os Fauhwoon possuem uma forte conexão com a magia natural. Além disso são amantes das artes, adorando música e dança. A parte de baixo de seu corpo são as pernas de uma corça e a de cima humana, possuindo grandes chifres que saem de sua cabeça. .
The Fauhwoon are slightly common beings in Ionia, like the other Vastaya, the Fauhwoon have a strong connection to natural magic. In addition, they are lovers of the arts, loving music and dancing. The lower part of their bodies are the legs of a doe and the upper part is human, having large horns that come out of their heads.
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:'''''Fauhwoon Male Names''''': Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif, Xaic
:'''''Nomes Fauhwoon Masculinos''''': Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif, Xaic
:'''''Fauhwoon Female Names''''': Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe, Teonime, Kosae, Geesea
:'''''Nomes Fauhwoon Femininos''''': Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe, Teonime, Kosae, Geesea
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''Speed.'' Your base walking speed is 35 feet.
''Deslocamento.'' Seu deslocamento base de caminhada é de 35 pés.
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''Size.'' The Fauhwoon are naturally between 1.4 and 1.7 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Fauhwoon possuem naturalmente entre 1,4 e 1,7 metro. Para todos os efeitos seu tamanho é Médio.
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''Natural Protectors.'' Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while.
''Protetores Naturais.'' Fauhwoon estão intimamente ligados à proteção de algo ou alguém e acabam se contendo quando em combate para priorizar a proteção. Portanto, sempre que você curar ou proteger um aliado de alguma forma usando uma ação ou ação bônus, o dano de seu próximo ataque aumenta em um na escala e recebe seu bônus de proficiência como dano adicional, pois você sabe que aquele aliado estará seguro por um tempo.
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''Horns.'' Fauhwoon have large, sturdy horns, capable of easily breaking wood (sometimes even the bones of their enemies). The damage dealt by the horns is 1d8 + your Strength modifier of bludgeoning damage.
''Chifres.'' Os Fauhwoon possuem grandes e resistentes chifres, capazes de quebrar madeira facilmente (às vezes até os ossos de seus inimigos). O dano causado pelos chifres é de 1d8 + seu modificador de Força de dano contundente.
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== Ottrani ==
== Ottrani ==
Essa tribo Vastaya é original de Targon, onde costuma habitar sobre o topo das montanhas, acostumada com o clima gélido e o ar rarefeito. Os Ottrani acabaram por se espelhar na imagem de um dos seres celestiais que decidiu viver entre os mortais e compartilhar com eles os dons da
This Vastaya tribe is originally from Targon, where they usually live on top of the mountains, accustomed to the cold climate and thin air. The Ottrani ended up mirroring themselves in the image of one of the celestial beings who decided to live among mortals and share with them the gifts of healing and the power of donation through the rescue of souls.
cura e o poder da doação através do resgate das almas.
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With several variations in appearance among themselves, the Ottrani share some common characteristics, having one or two curved horns on top of their heads, goatlike legs ending in hooves, however, unlike goats, the Ottrani have long, bushy tails.
Com diversas variações em aparência entre si, os Ottrani compartilham algumas características comuns, possuindo um ou dois chifres curvos no topo de suas cabeças, pernas de caprinos terminadas em cascos, porém, diferente dos caprinos, os Ottrani possuem rabos longos e peludos.
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:'''''Ottrani Male Names''''': Atix, Kref, Nor, Ramul, Sies, Strec, Tarciso, Tyl
:'''''Nomes Ottrani Masculinos''''': Atix, Kref, Nor, Ramul, Sies, Strec, Tarciso, Tyl
:'''''Ottrani Female Names''''': Dicy, Gizu, Illi, Kolu, Privea, Pullu, Soraya, Veso
:'''''Nomes Ottrani Femininos''''': Dicy, Gizu, Illi, Kolu, Privea, Pullu, Soraya, Veso
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''Speed.'' Your base walking speed is 30 feet and you have a climbing speed of 20 feet.
''Deslocamento.'' Seu deslocamento base de caminhada é de 30 pés e você possui um deslocamento de escalada de 20 pés.
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''Size.'' The Ottrani are naturally between 1.2 and 1.7 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Ottrani possuem naturalmente entre 1,2 e 1,7 metro. Para todos os efeitos seu tamanho é Médio.
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''Selfsacrifice.'' The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest.
''Autosacríficio.'' Os Ottrani veem a necessidade de auxiliar as demais criaturas, mesmo que isso custe parte de sua integridade física. Utilizando uma ação, você pode curar uma criatura que esteja a até 30 pés de você gastando um dado de vida, ao fazer isso você recebe metade do valor curado como dano para si mesmo (esse dano não pode ser reduzido ou mitigado). Você pode gastar uma quantidade de dados igual à metade de seu nível de personagem por descanso pleno. Ou seja, caso seja nível 9, você poderá utilizar 4 dados de vida para esse traço por descanso pleno.
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''Rescue.'' Because of their strong connection to the spirits of living beings, the Ottrani have natural healing abilities. Using an action, you can touch a creature within 5 feet of you to heal it for an amount equal to your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Wisdom modifier per full rest.
''Resgate.'' Por conta de sua forte conexão com os espíritos dos seres vivos, os Ottrani possuem habilidades naturais para a cura. Utilizando uma ação, você pode tocar uma criatura que esteja a até 5 pés de você para curá-la em uma quantidade igual ao seu bônus de proficiência + metade de seu modificador de Sabedoria. Você pode utilizar essa habilidade um número de vezes igual ao seu bônus de Proficiência por descanso pleno
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== Kiilash ==
== Kiilash ==
Com aparência felina, os Kiilash são Vastaya que vivem a leste de Shurima. Criaturas fortes e ágeis, eles possuem garras e presas como armas naturais, além de habilidades assustadoras de camuflagem.
Feline in appearance, the Kiilash are Vastaya who live east of Shurima. Strong and agile creatures, they have claws and fangs as natural weapons, as well as frightening camouflage abilities.
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The most well-known member of the Kiilash tribe is champion Rengar, the Pridestalker.
O membro mais conhecido da tribo dos Kiilash é o campeão Rengar, o Acossador da Alcateia.
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:'''''Kiilash Male Names''''': Kova, Trok, Ovarr, Mur, Densharr,  Mersharr, Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau
:'''''Nomes Kiilash Masculinos''''': Kova, Trok, Ovarr, Mur, Densharr,  Mersharr, Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau
:'''''Kiilash Female Names''''': Suu, Korra, Mrran, Rorran, Dessirris, Mianissa, Morasha, Nera, Thessana, Caarreia, Naeaftas
:'''''Nomes Kiilash Femininos''''': Suu, Korra, Mrran, Rorran, Dessirris, Mianissa, Morasha, Nera, Thessana, Caarreia, Naeaftas
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Speed. Your base walking speed is 35 feet.
''Deslocamento.'' Seu deslocamento base de caminhada é de 35 pés.
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''Size.'' The Kiilash are naturally between 1.6 and 2.2 meters. You can choose between the Small, Medium and Large sizes.
''Tamanho.'' Os Kiilash possuem naturalmente entre 1,6 e 2,2 metros. Para todos os efeitos seu tamanho é Médio.
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''Natural Predator.'' You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage.
''Predador Natural.'' Você possui garras e presas poderosas, sendo proficiente com ambos. Suas garras causam 1d6 + seu bônus de proficiência + seu modificador de Destreza ou Força de dano cortante e sua mordida causa 2d4 + seu bônus de proficiência + seu modificador de Força de dano perfurante.
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''Born Hunter.'' Your sense of smell and hearing are exceptionally good at any time of the day. You have advantage on Perception rolls that involve these two senses. Additionally, you see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.
''Caçador Nato.'' Seu olfato e audição são excepcionalmente bons a qualquer momento do dia. Você possui vantagem em jogadas de percepção que envolvam esses dois sentidos. Adicionalmente, você enxerga na penumbra a até 60 pés como se fosse luz plena e no escuro como se fosse na penumbra. Você não pode discernir cores no escuro, apenas tons de cinza.
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== Lhotlan ==
== Lhotlan ==
Com características que mesclam raposas e aves, os Lhotlan são uma tribo Vastaya dentre os mais ágeis e festivos. Suas habilidades de combate surpreendem com as penas fortes que podem lançar, retiradas de suas próprias asas. Essas penas são afiadas como lâminas, mas se dissipam depois de algumas horas longe do corpo do Lhotlan.
With characteristics that mix foxes and birds, the Lhotlan are a Vastaya tribe among the most agile and festive. Their combat abilities surprise with the strong feathers they can throw, taken from their own wings. These feathers are razor-sharp, but dissipate after a few hours away from the Lhotlan's body.
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The best known members of Lhotlan are the champions Xayah, the Rebel and Rakan, the Charmer.
 
:'''''Lhotlan Male Names''''': Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, Rekar, Xarin
:'''''Lhotlan Female Names''''': Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, Yerah, Xari
 
''Speed.'' Your base walking speed is 30 feet.
 
''Size.'' The Lhotlan are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.
 
''Vastaya Leap.'' When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high.
 
''Plumdaggers.'' You can use a bonus action to create 2 sharp feathers and use them as daggers, dealing your Proficiency bonus as extra damage to attacks you make with them. You can do this a number of times equal to up to 3 + your Proficiency bonus per Full Rest. You may keep a number of Plumdaggers equal to twice your Proficiency bonus.
 
== Vesani ==
The Vesani were once a numerous tribe in the past, nomads, they disappeared without leaving any trace behind, almost erased from history.
 
The only known member of the Vesani is the champion Ahri.


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:'''''Vesani Male Names''''': Kabumi, Seichemon, Rotsumi, Sehira, Shunabu, Yoshiyuki, Taro, Toshio, Kei, Dai
Os membros mais conhecidos dos Lhotlan são os campeões Xayah, a Rebelde e Rakan o Encantador.
:'''''Vesani Female Names''''': Ahri, Royuko, Reifumi, Yoshiko, Mariko, Masako, Ayaka, Rina, Eiho, Genae
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''Speed.'' Your base walking speed is 30 feet.
:'''''Nomes Lhotlan Masculino''''': Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, Rekar, Xarin
:'''''Nomes Lhotlan Femininos''''': Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, Yerah, Xari
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''Size.'' Vesani are generally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.
''Deslocamento.'' Seu deslocamento base de caminhada é de 30 pés.
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''Fox Fire.'' You know the arcane shot cantrip and can cast a special version of it a number of times equal to your proficiency bonus per long rest as a bonus action. When you cast this cantrip in this special way, up to three spirit orbs appear above your hand that last for up to 5 turns. You can fire them, each as an attack action, and you use Charisma or Wisdom (defined during character creation) as a Spellcasting attribute.
''Tamanho.'' Os Lhotlan possuem naturalmente entre 1,4 e 1,8 metro. Para todos os efeitos seu tamanho é Médio.
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''Devour Essence.'' As an action, you can devour the life essence of an Unconscious creature with 0 hit points within 5 feet of you; that creature then dies and cannot be revived by any means other than a wish spell. When you do so, you regain hit points equal to your Charisma or Wisdom modifier (set during character creation). You can use this feature a number of times equal to half your proficiency bonus per long rest. Additionally, when you do so, you gain some fragments of the creature's memory and emotions. You can choose not to consume the essence, storing it within yourself. You can store a maximum of essences equal to half your proficiency bonus + half your Charisma or Wisdom modifier (set at character creation). Trying to store more essences can cause confusion in your own memories and feelings. These essences last indefinitely or until you die.
''Salto Vastaya.'' Quando você fizer um salto à distância, o alcance se tornará 3 vezes seu valor de Força e você não precisa realizar uma movimentação prévia. Além disso ao realizar saltos em altura, você pode saltar  até um número de vezes igual a até 3 + o dobro do seu modificador de Força (mínimo de 1) pés de altura.
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''Hunger for Essence.'' You need to constantly feed on essence. Every 5 + your proficiency bonus days, you must feed on the essence of an intelligent creature. If you don't, you must make a Wisdom saving throw DC 8 + the number of days you haven't feed, on a failure you lose control of your character, becoming a creature of feral and uncontrollable mind, and will hunt a victim to satiate yourself, thus regaining your consciousness during a long rest. Using the modify memory or transfer essence spells resets your hunger period.
''Plumadagas.'' Você pode usar uma ação bônus para criar 2 penas afiadas e usá-las como adagas causando seu bônus de Proficiência como dano adicional aos ataques feitos por você com elas. Você pode fazer isso um número de vezes igual a até 3 mais seu bônus de Proficiência por descanso pleno. Você pode manter um número de Plumadagas igual ao dobro do bônus de Proficiência.
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Edição atual tal como às 19h35min de 21 de fevereiro de 2023

Outros idiomas:

This Article is in accordance with the version 0.94 of Runarcana RPG

“Were I to hypothesize about the origins of these beings – and being a learned gentleman of the physical sciences, I consider myself more than qualified to do so – I would theorize that the vastaya are not an individual species, but a taxonomic classification more on par with a larger order, or a phylum.”

- Eduard Santangelo,

Fiel Journal

Vastaya are chimerical creatures of Runeterra whose bloodline is composed of human blood and the spirit magic of a pre-human race. From the ferocious and brutal power of Rengar to the foxlike charm of Ahri, the Vastaya can be considerably different from one another, but they all share animal and human traits.

Origin

The origins of the Vastaya began long ago in an isolated corner of Ionia, where a group of humans fled to escape the horrors of the Great Void War. There, these refugees began to live with a tribe of intelligent shapeshifting creatures who were very attuned to the natural magic of the world. These spirituaç creatures, known as Vastayashai'rei, welcomed the human refugees and in time gave rise to what the inhabitants of Runeterra know as the Vastaya - a generic classification for any kind of chimerical creature. Over time, the various branches began to settle in various regions and, naturally, adopted different forms - simian, avian and even pisceous - according to the creature that reflected their most striking characteristics.

In addition to the mixture of human and animal forms, the Vastaya are characterized by living a long time. Some are known to have lived for thousands of years, while others claim to be immortal.

Over time, the Vastaya bloodline spread across Runeterra and an interesting genetic aberration occurred: some humans with little Vastayese heritage have acquired the ability to shapeshift. From the freezing Freljord to the dark forests of Runeterra, these shapeshifters can't maintain their animalistic forms for long, but they're still able to harness some of their ancient magic and change shape.

Appearance

Vastaya are dysmorphic humanoids due to their various shapes and sizes. Their animal characteristics vary according to where they have adapted and their tribe. However even with the distinctions between the land, air and sea tribes, there are three types of Vastaya:

Animalitic: Vastaya that resemble other animals but are bipedal or bear some human trait.

Anthropomorphic: Vastaya who look quite human-like, especially in their faces, but carry animalistic traits, for example: fox or feline ears, tail or even feathers.

Shapeshifters: Retains the appearance of humans or animals, but can change shapes.

Each type of Vastaya differs from the others in appearance and abilities, but all are in tune with the natural magic of Runeterra.

Sho’Ma

The Sho'ma is the spiritual part that inhabits all beings and elements, even material beings, whether they are humans, beasts, plants or even stones and rocks. The Vastaya are creatures with a very strong spiritual connection, which gives them access to the Sho'Ma, although knowledge of this has been lost among most tribes, with the only one we know of that has maintained this tradition being the Oovi- Kat.

This feature allows them the ability to change visual aspects of their form, however all the Vastaya have a common pattern related to their tribe and personality. This pattern is an internalized form that remains in the unconscious.

Changing this form is possible in regions with spiritual magic flow, however the further away from their default form they get, the more difficult it is to maintain the different form.

In regions with a lot of magic, they can change their appearance quickly. Smaller and simpler traits are more stable, while more complicated traits are difficult to maintain.

Vastaya's proximity to its ancestor Vastayashai'rei makes this shapeshifting easier, or more difficult, in combination with the flow of spiritual magic from the location.

Some tribes naturally possess claws and fangs, but can utilize the Sho'Ma to approximate human form. Others are closer to human in appearance and can use the Sho'Ma to add some kind of natural weapon. The closer you are to a beast, the more difficult it is to interact with humans or the possibility of causing you greater discomfort depending on your tribe.

However, for some tribes, becoming closer to humans will make you uncomfortable, but will make your interactions with them easier. The bigger the change you make, the harder it will be to make and maintain it.

In some tribes, the Sho'Ma ended up being developed in a different way, not so linked to the understanding of one's own essence, but to the spiritual essence in general.

As previously mentioned, Sho'Ma is a cultural characteristic common to the Vastaya, but the concept itself ended up being forgotten by most tribes, leaving only the Oovi'kat to maintain this tradition, which perhaps has to do with their chameleonic nature.

Vastaya Origin Traits

Attributes: You can add 2 points to an attribute and 1 to a second attribute.

Heritage: You have 2 Origin Heritage points,see Chapter 5: Customization - Heritages for the list of Heritages available. You gain 1 Origin Heritage point at level 5, 9, 13 and 17.

Age. OVastaya live much longer than Humans, with some claiming to be over five hundred years old and others reaching over a thousand. Rumor has it that they are immortal.

Language. Each Vastaya can speak the language of their own tribe.

Size. In general, Vastaya have a similar height and weight to Humans, with notable exceptions. You can choose between the sizes Small, Medium and Large.

Speed. Your base walking speed is 30 feet.

Past. Choose a Past. See Chapter 4: Detailing - Pasts for the list of Pasts available.

Region. You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.

Shapeshifters. Although Vastaya are generally shapeshifters, control of this form is not the same for all of them. A Vastaya can change aspects of its form such as eye color, whether it has hair or feathers, and other minor aspects using a bonus action and making a DC 15 Transformation roll.

Transformation = your proficiency bonus + your Constitution modifier

Magic Connection. Vastaya are naturally attuned to the magic flowing in a region, receiving effects based on the location's magic level:

Magic Conexion
Magic Level Effect
Null Vastaya feel every second in those places like a stab to their soul. In addition to the zone effects of Weak Magic, they are unable to change their form, and each hour they remain in a Null Magic region, Vastaya must make a DC 5 Constitution saving throw, for each hour they remain in that region and for on each failure, the DC increases by +5 to a maximum of 20. With each failure, the Vastaya gains 1 level of exhaustion. Mana users can channel mana to a Vastaya to recover these levels of exhaustion, requiring the expense of 5 mana points to remove a level of exhaustion, however, while in this area the Vastaya must make the saving throw every hour.
Weak The Vastaya feel uncomfortable in these regions, not being able to obtain or use Inspiration and making Transformation rolls at a disadvantage.
Average These are the most common places where Vastaya are found, in these places Vastaya do not receive any positive or negative effects.
Strong Usually these places are sacred, where the Vastaya feel much more motivated. While in a region of Strong Mana, Vastaya can, once per round, reroll a roll choosing between the two outcomes. This reroll can be made a number of times equal to your proficiency bonus per full rest.
High These places have magic flowing so intensely that Vastayas feel intoxicated by magic, which can bring out very different aspects of their personality. While in a High Magic region, in addition to Strong Magic Zone effects, Vastaya heal 1 hit point per minute and make any Transformation rolls with advantage.

Lineages. You must choose one of the following tribes:

Tribes

Although they are plural in their characteristics, the Vastaya end up organizing themselves into tribes that, given their location, end up sharing similar characteristics.

Oovi-Kat

The Oovi-kat are a tribe unknown to humans but common knowledge to other Vastaya tribes, reputed to be the closest tribe to the Vastaya ancestors, the Vastayashai'rei.

The only known member of the Oovi-Kat tribe is champion Neeko, the curious chameleon.

Male Oovi-Kat Names: ?
Female Oovi-Kat Names: Neeko

Speed. Your base walking speed is 35 feet.

Size. Oovi-kat are naturally between 1.2 and 1.6 meters. You can choose between the Small, Medium and Large sizes.

Master of Sho’ma. Oovi-Kat have a special way of communicating, they sense the spiritual essence of a being, the Sho'ma. They can use their Metamorphosis to transform into a different being, feel their emotions and glimpse part of their recent memories. Transforming into another creature requires 1 minute of observation, to feel its emotions and have a glimpse of its recent memories requires observation for at least 5 minutes. These recent memories are sensations and images about what happened in the last 2 hours, before the Oovi-kat tried to understand your memories. When in another form, the Oovi'Kat retains all of their characteristics.

Clone of Sho’ma. An Oovi-Kat can use its Sho'ma as a bonus action to create a duplicate of itself or a creature that is disguised. This clone lasts until the end of your next turn and moves as far as it can in a direction you choose. An enemy must make a Perception or Arcana check of DC 8 + your proficiency bonus + your Charisma modifier to know which one is the real one. If attacked, the clone disappears. You can do this a number of times equal to your proficiency bonus per full rest.

Language. You can speak the ancient Vastayashai'rei language. In addition to being able to use your Sho'ma to learn other languages more easily, you have +2 additional common languages or 1 exotic language.

Marai

The Marai Sirenians are a Vastaya tribe who live under the ocean west of Mount Targon. Accustomed to life underwater, they can breathe both underwater and on the surface. Their appearance is usually similar to a merrow, having scales all over their body, with the lower part of it being a tail similar to that of an aquatic mammal, while its upper part is more humanoid, and may have fins or gills. The colors of a Marai can vary between them.

The best-known member of the Marai tribe is champion Nami, the Tidecaller.

Marai Male Names: Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.
Marai Female Names: Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea.

Speed. Marai naturally have tails to increase and facilitate their movement through the water, having a swimming speed of 50 feet in water. While on land they adapt their lower body to legs to move more easily although they lose some of their speed. On land your base walking speed is 25 feet.

Size. The Marai naturally have a tail that makes their length between 1.9 and 2.7 meters. When assuming legs, their height can vary between 1.4 and 2 meters. You can choose between the Small, Medium and Large sizes.

Amphibian. Marai can breathe both on land and in water and naturally have tails to improve and facilitate their movement in water, having a swimming speed of 50 feet in water. While on land, they adapt their lower body to legs to move more easily. Besides that, combat underwater does not inflict movement penalties or disadvantages on you. While underwater they also see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light, not discerning colors in the dark, only shades of gray.

Sonar. The Marai communicate below great depths through sonar. Those same sonars can be used as a weapon on land. Using an action, you can deliver a 15-foot cone a number of times equal to your proficiency bonus per full rest. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier. On a failure, an affected creature takes 1d4 + proficiency bonus + Constitution modifier thunder damage. Deaf creatures have advantage on this saving throw.

Shimon

The Shimon are a tribe of Vastaya from Ionia with the animalistic appearance of apes. Smart, agile and cunning, they can stealthily play tricks on any unsuspecting person.

The most well-known member of the Shimon is Wukong, The Monkey King.

Shimon Male Names: An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son, Wen
Shimon Female Names: Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui

Speed. Your base walking speed is 30 feet.

Size. The Shimon are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.

Unbounded. Shimon are always outdoing themselves. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to your proficiency bonus per full rest, and you gain proficiency with one Skill and one Craft of your choice.

Simian Fury. Your unarmed attacks have their damage increased by one category, in addition, you can double your melee attack's damage modifier a total of times equal to twice your proficiency bonus per full rest.

Fauhwoon

The Fauhwoon are slightly common beings in Ionia, like the other Vastaya, the Fauhwoon have a strong connection to natural magic. In addition, they are lovers of the arts, loving music and dancing. The lower part of their bodies are the legs of a doe and the upper part is human, having large horns that come out of their heads.

Fauhwoon Male Names: Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif, Xaic
Fauhwoon Female Names: Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe, Teonime, Kosae, Geesea

Speed. Your base walking speed is 35 feet.

Size. The Fauhwoon are naturally between 1.4 and 1.7 meters. You can choose between the Small, Medium and Large sizes.

Natural Protectors. Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while.

Horns. Fauhwoon have large, sturdy horns, capable of easily breaking wood (sometimes even the bones of their enemies). The damage dealt by the horns is 1d8 + your Strength modifier of bludgeoning damage.

Ottrani

This Vastaya tribe is originally from Targon, where they usually live on top of the mountains, accustomed to the cold climate and thin air. The Ottrani ended up mirroring themselves in the image of one of the celestial beings who decided to live among mortals and share with them the gifts of healing and the power of donation through the rescue of souls.

With several variations in appearance among themselves, the Ottrani share some common characteristics, having one or two curved horns on top of their heads, goatlike legs ending in hooves, however, unlike goats, the Ottrani have long, bushy tails.

Ottrani Male Names: Atix, Kref, Nor, Ramul, Sies, Strec, Tarciso, Tyl
Ottrani Female Names: Dicy, Gizu, Illi, Kolu, Privea, Pullu, Soraya, Veso

Speed. Your base walking speed is 30 feet and you have a climbing speed of 20 feet.

Size. The Ottrani are naturally between 1.2 and 1.7 meters. You can choose between the Small, Medium and Large sizes.

Selfsacrifice. The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest.

Rescue. Because of their strong connection to the spirits of living beings, the Ottrani have natural healing abilities. Using an action, you can touch a creature within 5 feet of you to heal it for an amount equal to your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Wisdom modifier per full rest.

Kiilash

Feline in appearance, the Kiilash are Vastaya who live east of Shurima. Strong and agile creatures, they have claws and fangs as natural weapons, as well as frightening camouflage abilities.

The most well-known member of the Kiilash tribe is champion Rengar, the Pridestalker.

Kiilash Male Names: Kova, Trok, Ovarr, Mur, Densharr,  Mersharr, Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau
Kiilash Female Names: Suu, Korra, Mrran, Rorran, Dessirris, Mianissa, Morasha, Nera, Thessana, Caarreia, Naeaftas

Speed. Your base walking speed is 35 feet.

Size. The Kiilash are naturally between 1.6 and 2.2 meters. You can choose between the Small, Medium and Large sizes.

Natural Predator. You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage.

Born Hunter. Your sense of smell and hearing are exceptionally good at any time of the day. You have advantage on Perception rolls that involve these two senses. Additionally, you see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.

Lhotlan

With characteristics that mix foxes and birds, the Lhotlan are a Vastaya tribe among the most agile and festive. Their combat abilities surprise with the strong feathers they can throw, taken from their own wings. These feathers are razor-sharp, but dissipate after a few hours away from the Lhotlan's body.

The best known members of Lhotlan are the champions Xayah, the Rebel and Rakan, the Charmer.

Lhotlan Male Names: Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, Rekar, Xarin
Lhotlan Female Names: Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, Yerah, Xari

Speed. Your base walking speed is 30 feet.

Size. The Lhotlan are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.

Vastaya Leap. When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high.

Plumdaggers. You can use a bonus action to create 2 sharp feathers and use them as daggers, dealing your Proficiency bonus as extra damage to attacks you make with them. You can do this a number of times equal to up to 3 + your Proficiency bonus per Full Rest. You may keep a number of Plumdaggers equal to twice your Proficiency bonus.

Vesani

The Vesani were once a numerous tribe in the past, nomads, they disappeared without leaving any trace behind, almost erased from history.

The only known member of the Vesani is the champion Ahri.

Vesani Male Names: Kabumi, Seichemon, Rotsumi, Sehira, Shunabu, Yoshiyuki, Taro, Toshio, Kei, Dai
Vesani Female Names: Ahri, Royuko, Reifumi, Yoshiko, Mariko, Masako, Ayaka, Rina, Eiho, Genae

Speed. Your base walking speed is 30 feet.

Size. Vesani are generally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.

Fox Fire. You know the arcane shot cantrip and can cast a special version of it a number of times equal to your proficiency bonus per long rest as a bonus action. When you cast this cantrip in this special way, up to three spirit orbs appear above your hand that last for up to 5 turns. You can fire them, each as an attack action, and you use Charisma or Wisdom (defined during character creation) as a Spellcasting attribute.

Devour Essence. As an action, you can devour the life essence of an Unconscious creature with 0 hit points within 5 feet of you; that creature then dies and cannot be revived by any means other than a wish spell. When you do so, you regain hit points equal to your Charisma or Wisdom modifier (set during character creation). You can use this feature a number of times equal to half your proficiency bonus per long rest. Additionally, when you do so, you gain some fragments of the creature's memory and emotions. You can choose not to consume the essence, storing it within yourself. You can store a maximum of essences equal to half your proficiency bonus + half your Charisma or Wisdom modifier (set at character creation). Trying to store more essences can cause confusion in your own memories and feelings. These essences last indefinitely or until you die.

Hunger for Essence. You need to constantly feed on essence. Every 5 + your proficiency bonus days, you must feed on the essence of an intelligent creature. If you don't, you must make a Wisdom saving throw DC 8 + the number of days you haven't feed, on a failure you lose control of your character, becoming a creature of feral and uncontrollable mind, and will hunt a victim to satiate yourself, thus regaining your consciousness during a long rest. Using the modify memory or transfer essence spells resets your hunger period.