A bashni is a subrace of humans, who have long sustained the powerful energies of the island of Bashni Arada. Gifted with long life, bashni are tougher, but more aggressive than normal humans. They are ample sailors and fighters and generally excel at much sport and game with natural prowess. Bashni can be combined with the Variant Human.
Ability Score Increase: Your ability scores each increase by 1.
Bashni Lifeblood: Bashni reach adulthood after their rite of passage is complete, this is usually around the age of 30. They live for an average of 400-500 years.
Alignment: Bashni tend toward no particular good or evil, but will mostly be chaotic in nature.
Size: Bashni vary widely in height and build, from barely 5 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium. Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Sylvan and one extra language of your choice. Bashni typically learn the languages of other peoples they deal with, including obscure dialects.
Seafarers: Bashni are routed in being tremendous seafarers. You have proficiency with Water Base Vehicles, and can breathe underwater for 10 more minutes in addition to your current allowance.
Great Wielders: Bashni are adept fighters, you have proficiency in martial and simple melee weapons, and shields.
Bashni Resistance: Bashni are tough skinned and are resistant to Fire, Cold & Acid damage.
Lifeblood Dependency: Bashni gain their innate abilities due to their proximity to the magics of the Isle of Bashni Arada. (in your campaign, this could be a magical island that wanders the sea, or a plane in which only they can access). A Bashni must regularly revisit the island to recharge their energy or risk an early death. In game, they must visit the island frequently, or begin to lose their abilities as outlined in the Lifeblood Dependency Table.
An aradian is a subrace of the elf, and follows the rules of an elf but with the below changes. They have long sustained the powerful energies of the island of Bashni Arada and as such, are gifted with an extra long life, aradians are adept spell weavers and are charismatic, charming and skilled at range.
Ability Score Increase: Your charisma score increases by 1.
Aradian Lifeblood: Aradians typically live longer than any other elf race, with most surviving between 1,250 - 1,500 years.
Lightfoot: Your base walking speed is 40 feet.
Additional Language: You can speak, read, and write Sylvan in addition to your other known languages.
Astral Archers: Aradians are adept ranged combatants, you have proficiency in martial and simple ranged weapons.
Innate Casters: Aradians are naturally magical, and can cast 2 additional cantrips from the sorcerers spell list. Charisma is your spell casting ability for these cantrips.
Magical Resistance: Aradians are tough skinned and are resistant to radiant damage.
Lifeblood Dependency: Aradians gain their innate abilities due to their proximity to the magics of the Isle of Bashni Arada. (in your campaign, this could be a magical island that wanders the sea, or a plane in which only they can access). An aradian must regularly revisit the island to recharge their energy or risk an early death. In game, they must visit the island frequently, or begin to lose their abilities as outlined in the Lifeblood Dependency Table.
Lifeblood Dependency Table
The following table is the list of effects that you character will go through as the years roll on after not returning to the island. To recharge, you will have to go back to the island and spend a number of days there equal to the total number of months vacant. This can also be determined by your DM, who may also specify other ways to heal your Lifeblood Dependency if they so wish.
|1 month||Homesickness: you will find yourself becoming more aggressive and snappy, and begin to long to return home, a little like going cold turkey.|
|6 months||Aliment: After a six months, you will begin to fade in color your skin will pale, and you will gain a sickly look to yourself.|
|1 year||Charm-ridden: After a year of not returning home, you have disadvantage on any charisma ability checks.|
|2 years||Weakened Soul: After two years, your strength and dexterity scores reduce by 1.|
|5 years||Enhanced Aging: After 5 years, you age by 10 years for every actual year that passes.|
|10 years||Unsated: After ten years, you age at such a rate, that within a year you will perish.|