Novoroi

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Background
The Novoroi are an intensely spiritual race of humanoids who, particularly witnessed among their children, frequently commune with the spirit native to Benovia. Novoroi tend to have a more mature with these spirits as they age and tend to be excellent spiritual guides. The Novoroi were created by the Primordial Elementals of Benovia as the beings which embody the pursuit of spirit, with strong influences from the Fire and Air Primordial Elementals. Novoroi are known for their intense connection with their emotions and the emotions of others. It is not uncommon for Novoroi to be screaming at one another one minute and to be laughing with each other the next. For the Novoroi, to be in touch with one's spirit, or eternal essence, they must be willing to accept their emotions as they are and experience them to their fullest capacity.

Novoroi Traits

 * Ability Score Increase : One ability score of your choice from Intelligence, Wisdom, or Charisma increases by 2 and your Constitution score increases by 1.
 * Age : Novoroi age at about the same rate as humans and tend to reach adulthood by their late teens. Novoroi tend to live about as long as well but some tend to reach ages as old as 150.
 * Alignment : Given their inclination towards the emotional and ephemeral, Novoroi tend to accept the chaos already present in the world and are typically chaotic or neutral in alignment. It is very uncommon for a Novoroi to be given into evil, unless that Novoroi does not get the proper methods for communing with the spirits of the world.
 * Size : Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
 * Speed : Your base walking speed is 30 feet.
 * Darkvision : Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 * Psionic Resistance: Novoroi have resistance to Psychic damage and have advantage on saving throws against being charmed, intimidated, or scared.
 * Watch the Spirits: You can cast either the detect evil and good spell or the see invisibility spell once with this trait, requiring no material components, and you regain the ability to cast them this way once you finish a long rest. Constitution is your spell-casting ability for these spells.
 * Languages : You can speak, read, and write Common, Kha-rha-ha, and one language of your choice.