Elves

Ashazi

Fierce warriors of the deep deserts, bonded with predatory beasts through the sacred ritual of Jatal-to.

Ashazi

For thousands of years, the Ashazi were known as the fiercest warriors of the deep deserts. It is said that from the moment they can balance on two feet, they are handed daggers sharp enough to cut words from the air and taught to move as silently as the moons through the sky.

In truth, the Ashazi elves developed a deep cultural connection to the many predators of Encara, and over millennia modeled much of their identity around that connection. In adolescence, most Ashazi are tasked with venturing into the wilds to find such a beast, forge a connection with it, and join it on the hunt. Some who underwent this ritual, Jatal-to, remained in the wilds with their companions as semi-feral hermits. Others returned with their bonded beast at their side. These animal companions, Ketesh-atet, became one of the most well-known elements of Ashazi culture. It was not uncommon to see an Ashazi elf—if, indeed, one saw them at all—with a great tiger, jaguar, wolf, bear, or even the rare young wyvern or other exotic predator nearby.

The transition to Thaedros has been especially difficult for the Ashazi. Jatal-to has become far more dangerous, and far fewer Ashazi have returned from it. Thaedrosian wildlife is far more dangerous than anything native to Encara, and the magic of this world hasn't yet granted the Ashazi the same innate communion with the animal world that they once had. Some few have successfully bonded with the beasts of this new world, but even those have at times only a tenuous connection with their companions.

Nonetheless, the Ashazi still begin training in the art of combat and the hunt at an early age, as a matter of pride and tradition. Though not all Ashazi go on to become deadly warriors, there is no Ashazi elf who does not have at least a longknife at hand and knows how to use it.

Unlike most of the other elven nations of the diaspora, the Ashazi have largely avoided settling in Enethir, preferring instead the far wilds of Thaedros, dangerous as this world may be. They communicate little with the settled world, only occasionally trading their growing knowledge of Thaedros or the location of Essari ruins with whatever settlements will do business with them. It is entirely possible that the Ashazi have charted far more of the new world than any other people on Thaedros.

Racial Traits

Special Abilities

Fey Ancestry You have advantage on saving throws against being charmed, and magic cannot put you to sleep.

Trance Instead of sleeping, you enter a deep meditation for 4 hours, gaining the same benefits as an 8-hour rest.

Relentless Hunter You have proficiency in Stealth and Survival. Additionally, you can go twice as long without food or water before suffering exhaustion.

Swift and Silent Your base speed is increased by 5 feet, and you can move stealthily at a normal pace while traveling alone.

Basic Traits

Speed Your base walking speed is 35 feet (30 feet + 5 feet elven bonus).

Languages You can speak, read, and write Common and Elvish.

Backgrounds

Disciple of the Wilds

You have been trained to undergo Jatal-to, the ancient rite of bonding with a beast of the wild. When you have proven yourself worthy, you may forge a connection with your Ketesh-atet that will last a lifetime.

  • Skill Proficiencies: Animal Handling, Perception
  • Tool Proficiencies: Herbalism Kit, Cartographer's Tools
  • Languages: One of your choice
  • Feature: Wild Bond - At level 5, you gain an animal companion, chosen from the Ketesh-atet table. If this companion dies permanently, you do not receive another. Your companion progresses according to the Ketesh-atet rules below.
  • Ability Score Increases: +2 Wisdom, +1 Dexterity

Ketesh-atet Progression

LevelBenefit
All LevelsHP equals its normal maximum or four times your level, whichever is higher. Add your proficiency bonus to AC, attack rolls, damage rolls, and saving throws.
4th Level (and every 4 after)Increase one ability score by 2 or two ability scores by 1 each.
5th LevelCompanion can attack twice when it takes the Attack action.
11th LevelChoose one:
Quickness: Companion can attack three times.
Brutality: Attacks deal +1d6 damage, crits on 19-20.
15th LevelChoose one:
Relentless: If reduced to 0 HP, can make a DC 10 Con save to drop to 1 HP instead.
Evasion: On a Dex save for half damage, takes none on success and half on failure.
Uncanny Dodge: Can use reaction to halve incoming damage from an attacker it sees.

Dune Stalker

You have spent your life tracking prey and enemies alike across the endless sands. Your keen senses and knowledge of the land make you a formidable pursuer.

  • Skill Proficiencies: Stealth, Survival
  • Tool Proficiencies: Poisoner's Kit, Disguise Kit
  • Languages: One of your choice
  • Feature: Predator's Instincts - You can read the minute details of footprints, broken foliage, and displaced sand to track creatures that have passed through an area within the last 24 hours.
  • Ability Score Increases: +2 Dexterity, +1 Wisdom

Wanderer of the Wastes

You were raised in the nomadic traditions of the Ashazi, moving from one oasis to the next. The dunes are your home, and your ability to navigate the wilds is second to none.

  • Skill Proficiencies: Athletics, Insight
  • Tool Proficiencies: Navigator's Tools, Leatherworker's Tools
  • Languages: One of your choice
  • Feature: Desert Survivor - You have advantage on saving throws against extreme heat and exhaustion caused by travel.
  • Ability Score Increases: +2 Constitution, +1 Wisdom