Gael

The Gaelic peoples are native to the countryside of what is now the Sisterlands of Romillia, although they have spread to Tirnog and Eisenfelde, where they are the predominant culture. A highly spiritual and magical people, the Gaels are said to have invented Fire 10,000 years ago, elevating heroic mortals to the Stars, as the Vanir. Many Gaels still venerate these Heroes, such as Brighid the Artist, the triple-goddess Morrighan, or the seafaring psychopomp ManannĂ¡n mac Lir.

  • Ability Score Increase: Your Constituion score increases by 2.
  • Age:
  • Size: Most Gaels are between 4'8" and 5'4". Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can read, write, and speak Gaelic (an ancient language generally considered impossible to speak by non-Gaels) and Tradespeech (a bastardized form of High Elven).
  • Clever Hands: You are proficient in one type of artisan's tools (your choice). When working with your chosen tools, you create goods at twice the normal rate.
  • Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
  • Brave: You have advantage on saving throws against being frightened.

Alternate Traits: These traits replace the Clever Hands trait.

  • Lore of Airmid: You are proficient with the herbalism kit.
  • Drink and Be Merry: You are proficient in one musical instrument or gaming set of your choice, and add twice your proficiency modifier to applicable rolls.

Child of Spring

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Spring Magic: You know the Shape Water cantrip. Wisdom is your casting modifier for it.
  • Beast Friend: Beats can understand your words, although you cannot understand them. You have advantage on Animal Handling checks, and are able to request simple tasks of friendly beasts, or dissuade hostile beasts from attacking.

Child of Summer

  • Ability Score Increase: Your Intelligence score increases by 1.
  • Summer Magic: You know the Control Flames cantrip. Intelligence is your casting modifier for it.
  • Tinker: Using your artisan's tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
    • At your DM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.

Child of Autumn

  • Ability Score Increase: Your Wisdom score increases by 1.
  • Autumn Magic: You know the Mold Earth cantrip. Wisdom is your casting modifier for it.
  • Cast Wands: You know the Augury spell, and can cast it once without using a spell slot. This ability recharges after a short rest.

Child of Winter

  • Ability Score Increase: Your Strength score increases by 1.
  • Winter Magic: You know the Gust cantrip. Wisdom is your casting modifier for it.
  • Relentless Endurance: When you are reduce to 0 HP but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
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