Sample file plane. As such, most Avernans believe that you Avernan are defined by the things that you do and not (, Aasimar and Genasi) by your family’s history. Many people from the Many races of extraplanar humanoids live Northern and Southern Wildlands enjoy their together in relative harmony in a city which is time in Avernas, as the people of this realm both modest and exotic. Far away from most are usually averse to the prejudices they might other civilizations, opportunity for trade is rare otherwise face. and most people are wary. These families often intermix to the point that a family can be surprised when their child turns out to have a Major City different planar affinity to their parents. Their Avernas features as well have combined over the These three races live in a kingdom called generations, so telling an Aasimar apart from Avernas, which was once a human settlement. a Tiefling isn’t always simple. Because of their Four hundred years before its founding it was society and the way that extraplanar entities the scene of a terrible battle wherein the entities have found their home in their midst, Avernans of other planes tried to lay claim over this one. are among the most open minded people on The corpses of angels, devils, demons and Quintessence. Many races of humanoids from elementals littered the land and over time as they the Northern and Southern wildlands trade and decomposed they suffused the realm with their mingle with the citizens of Avernas. essence. Children born to parents who drink the water from the region’s streams, or eat the food Setting Note: Avernans represent an that grows in its soil are sometimes born with amalgamation of the races affected by otherworldly qualities to the point that a majority extraplanar energy. If you wish to simply play of the citizens of this nation are not quite human. a Tiefling, Genasi or Aasimar, they consider In the center of Avernas is the skull of a titanic themselves Avernans as well. fiend repurposed as a bazaar. Immortal demons, angels and elementals of every type also take Common Avernan Names Male: Zephon, Qaspiel, Ophiel, Zozzuriun, Ozgog, Kizan, Izzan, Turve, Graund, Igneos, Cole, Tempestus Female: Rahmiel, Iaoel, Kalmiya, Elvothen, Girrel, Ines, Gorzol, Aquira, Gale, Lumen, Galva, Imperia Family Name: Avernan Family names are similar to human family names, as they are not too removed from their human ancestry. However, the occasional Avernan chooses to take a Celestial, Fiendish or Outsider word as their last name.

People are their actions Avernan beliefs are heavily shaped by their ancestries. There was a time when refugee demons,Sample angels and elementals were not part file of this society, dubbed the time of trouble by the inhabitants. However, over time these outsiders were able to prove themselves, perhaps having been affected by their time away from their home residence in the city, refugees trapped on the following spell lists. You gain the at first plane after The Closing who have proven that level, the second spell at 3rd level, and the they can live among the humans who live here. final spell at 5th level. Choose Charisma or They are affectionately called grandfather and Constitution; this is your spellcasting ability for grandmother by the inhabitants. these spells. You can cast the spells once, and regain the ability to do so after a long rest. Economy: • Light, Healing Word, Lesser Restoration Common: Lore, Aurillium • Thaumaturgy, Hellish Rebuke, Darkness Rare: Lumber, Iron • Fire Bolt, Burning Hands, Blur • Raise Earth*, Shield, Pass Without Trace • Shocking Grasp, Feather Fall, Gust of Wind Avernan Racial Traits • Frost Bolt, Fog Cloud, Armor of Agathys (2nd Ability score increase: Increase your level) Charisma or Constitution by 2, and increase any Grandparent’s Talent: Choose one of the other statistic by 1 following abilities to gain. Age: Avernans live slightly longer than their • Inherited Knowledge: You gain proficiency primarily Human ancestors might have. with Arcana and Religion or may add double Alignment: Most Avernans are neutral, with your proficiency bonus if you are already many skewing towards goodness. profiient. Size: Most Avernans have the same general • Vibrant Soul: As an action, you can touch size and shape of their human ancestors. a creature and cause it to regain a number Speed: Your base walking speed is 30 feet. of hit points equal to your level. Once you : You have Darkvision out to a use this trait, you can’t use it again until you range of 60 feet. finish a long rest. Choose Necrotic or Radiant Otherworldly Resistance: Choose Fire, Acid, damage. You have resistance to this damage Cold, Lightning, Necrotic or Radiant damage. You type. gain resistance to this type of damage. • Child of the Deep: You can breathe Magic of the Planes: Choose one of the underwater, and gain a 30 foot swim speed. • Earth Walk: You gain a burrow speed of 15 feet through loose soil or stone and tremorsense with a range of 5 feet. • Eyes of the Inferno: Flames and smoke do not obscure your vision, and you are able to breathe in smoky atmospheres without issue. • Upon the Wind: When you take falling damage you treat the damage as if you had fallen 20 fewer feet. You can double your jump distance. Languages: You know Common and Planar

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