The Crooked Moon Species
Adaptations of species from The Crooked Moon by Avantris Entertainment. Not Associated or Affiliated with Nimble, Wizards of the Coast or Avantris Entertainment.
A harpy-like species native to Astramar, often materializing from the bright blue night sky filled with twinkling stars and winds of arcane power. Bearing a connection to the aither that courses through the air and land of the province, they are an inherently prescient folk that can divine the future by looking to the cosmos. They have built a society of magical wonder through grand vision, endless curiosity, and dedication to study.
Winds of Magic
You have a fly speed so long as you are wearing armor no heavier than leather. Crits against you are Vicious. (1/Encounter) you can fly for free.
Glimpse Fate
When you roll initiative, you can allow yourself or an ally to re-roll once.
Bogborn are a troll-like species native to Zulrogg, usually rising from the still, dark waters of the swampy province. From the moment of rebirth, they have a symbiotic relationship with flora and fauna of the wild—and often treacherous—mire. Their ability to survive is further enhanced by the naturally regenerative biology often found in trolls.
Regeneration
Action: expend a Hit Die to regain HP equal to the number rolled +STR.
Guiding Bond
(1/Safe Rest) Action: Mark a creature you can see, +1 to all Primary Dice against the target this round.
Threadborn are a doll-like species native to Picco, most often built with love by Blinski II, the master toymaker and lord of the province. In a land that is mostly fabricated and constructed to maximize the fun of all who live there, the essence of joy, thrill, and friendship are woven into a threadborn's very nature. They cherish the bonds made between loved ones and always maintain a childlike wonder and whimsy, no matter one's age.
Innocent Mind
You are resistant (-10) to psychic damage.
You've Got a Friend
(1/Encounter) Help for free.
Plagueborn are a rat-like species native to Bubonia, typically coalescing in the pestilent haze that hangs over the province. They are deeply connected to the virulent and deadly plague that afflicts and shapes their society, which persists through cunning, ruthlessness, and the sheer will to live. They are the most adaptable species of Druskenvald, quickly discovering the means to survive even the harshest environments.
Plague Bearer
(1/Encounter) On hit: Poisoned.
Infected Cunning
+2 to Finesse or Stealth (Choose at character creation). You have advantage on saves against Poison.
Silkborn are a spider-like species native to Nerukhet, typically emerging from silken cocoons amidst thick webbing that fills miles of tunnels throughout the subterranean province. They have a deep kinship and connection with the bejeweled arachnids and insects that have assisted them in building the grandest civilization in Druskenvald. This folk also channels the great gems that fill the caverns of the province with light and power, bringing them ever closer to the gods that spared their kind from an ancient calamity.
Spider Climb
You can climb and cling to difficult surfaces (including upside down), without needing to make a roll.
Bejeweled Carapace
(1/Encounter) When you Defend: Gain +KEY Defense and the attacker is Blinded (1 Round).
Graveborn are a ghoul-like species native to Syndramas, typically rising from one of the countless graves that mark the frozen battlefields of the province. They were first created in a kingdom-wide ritual that twisted countless humans into new Undead creatures that barely resembled who they once were. Graveborn now wage war endlessly and perpetuate a culture of martial prowess, relentlessness, and grave honor. These people are infused with the necrotic and draconic essence of the powerful Drakkonite metal found throughout the province, which has given them a strange taste for spoiled flesh of any variety.
Devour Corpse
You can eat spoiled and rotten food as if it were fresh. When you Field Rest, you regain an extra Hit Die of HP if you eat the flesh of a Small or larger corpse.
Infused Drakonite
(1/Encounter) When you damage a target, ignore any Resistance or Armor it has.
Relicborn are a skeleton-like species native to Kalero, generally emerging from the numerous tombs and crypts that line the canyon walls of the province. They thrive in a culture of celebration and remembrance, which infuses the very essence of every member of the species. Dancing between the energy of a vivacious party and the serenity of peaceful reflection, this folk holds a deep appreciation for both the living and the dead.
Dance of Death
+2 Influence. (1/Encounter) When you Assess using Influence, the target is Taunted and you gain KEY temp HP.
Moment of Rememberance
(1/Safe Rest) Reaction: when an ally rolls, its roll becomes the same number as its most recent roll (becoming a crit if the new value exceeds the die's maximum)
Deepborn are a fish-like species native to Olmarsh, typically rising up from the abyssal depths of the province's black sea—home to terrors beyond imagining known as the Hungry Ones. Immersed in a near constant eldritch presence that emerges from the deep and descends from beyond the stars, these folk manage their state of paranoia by embracing and harnessing the uncanny and cosmic.
Amphibious
You have a swim speed and can breathe air and water.
Eldritch Gibbering
(1/Encounter; 2 Actions) All enemies within range 6 must make WILL saves (DC 10+KEY). On a failure they are Dazed.
Imp like natives of Chernabos, Ashborn coalesce from the sulfuric ash and hellfire of the province. Said to be favored by fortune itself, ashborn count on luck to twist the balance in the most dire of situations.
Fiendish Fortune
(1/Encounter) When you Defend against an attack that isn't a crit, you can cause the attack to miss and deal KEY damage (ignoring armor) to an adjacent target.
Ashen Legacy
You know one Fire Utility spell.
Stoneborn are a gargoyle-like species native to Pholsense, usually meticulously carved by the lord of the province, Archbishop Danton Alexandre Renault. Blessed by the divine power known as the Silver Path, these people can call upon the godliness that suffuses their construction. In a domain of darkness, they have looked to the light of their god to build a civilization that attempts to uphold what is good and lawful at all costs.
Argent Gleam
You can fly 3. While flying, attacks against you have Advantage. (1/Encounter) Action: Fly twice and gain Advantage on your next attack.
Silver Bulwark
+1 Perception and Defense.
Curseborn are a werewolf-like species native to Edwardia, often emerging from the dense, cursed fog that rolls across the province. Sharing a strong connection to a malediction called the Grey, which demands balance at the threat of certain doom, they have managed to build a civilization of advancement and progress, countered by rampant strife, pollution, and hunger.
Grey Balance
(1/Safe Rest) When you fail a save, succeed instead. You then have Disadvantage on all rolls until the end of your next turn.
Cursed Claws
Your claws deal 1d4+STR damage. (1/Encounter) On hit: Curse the target for 1 round (Cursed: Disadvantage on all rolls).
Harvestborn are a scarecrow-like species native to Enoch, most often crafted with great care by Methuselah, the lord of the province. Infused with the vital, green magic that surges through the immensely fertile land, they have a strong connection to the cycle of both the harvest and life, death, and rebirth. They feed much of Druskenvald with the crops they grow in a relatively peaceful society that puts a focus on community, family, and fellowship.
Culling
(1/Encounter) Deal +LVL damage to a Bloodied target.
Gift of the Green
(1/Safe Rest; Range 6) Action: an ally in range can spend a Hit Die and regain HP equal to the number rolled +STR and your LVL.
Gnarlborn (NAR-ull-born) are a tree-like species native to Ardengloom, usually sprouting up from the soil of the twisted, dark forest. Their home is forever haunted by the souls of long-dead Fey, which inhabit the enormous, face-bearing trees known as Elderwoods. These folk commune with these beings to receive primordial wisdom.
Deep Roots
You are moved half as far by forced movement.
Grasping Branches
(1/Turn; Range 6) Action: STR save or Grappled (DC 10+KEY).