Valmari are arguably one of the most dominant races in all of Valmoran. Being the sole race to be naturally inclined toward magic without any form of training, the Valmari have found themselves in the enviable position of being the arbiters of magic in the realm. Valmari appear as colorful humanoids with skintones and hair colors ranging the entire chromatic scale. Valmari are organized into noble houses in accordance with their ancestry and inherent magical predispositions.
Valmari can be found all over the realm in all walks of life, as such, it is not uncommon to see Valmari adventurers in parties with other chaosborn races.
Age. Valmari are the longest living race in all of Valmoran. They tend to live between 200 and 400 years of age. They typically reach maturity at age 20.
Alignment. Valmari are not predisposed toward any particular alignment, the best and the worst can be found among them.
Magical Ancestry. Valmari are organized into twelve houses, each corresponds to a particular type of magic present in the realm. Valmari are born into a noble house in accordance with their ancestry and innate spellcasting ability. A table containing each of these houses and their corresponding innate spellcasting is below.
Languages. Common and one extra language of your choice
Valmari Noble House | School of Magic | Innate Spellcasting |
---|---|---|
Cowenna | Abjuration | Once a day, as a bonus action or reaction, Valmari from this house can cast a ward of protection that has five times their current level in HP, the ward will absorb all damage directed at the Valmari and regains two times the level of any spells cast by the Valmari provided it has not fallen to 0 HP. This ability refreshes at dawn. |
Galvan | Conjuration | As a bonus action, Valmari from this house can teleport up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. This ability is refreshed upon casting a conjuration spell of first level or higher. |
Sabyn | Divination | Once a day, when a Valmari or a creature it can see makes an attack roll, a saving throw, or an ability check, the Valmari can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. At level 5 the Valmari can use this ability twice, and at level 10, thrice. This ability refreshes at dawn. |
Tevanna | Enchantment | Once a day, as a reaction, Valmari from this house may try to magically divert an attack made against them, provided that the attacker is within 30 feet of it and visible to it. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. This ability refreshes at dawn. |
Zendav | Evocation | Once a day, when a Valmari from this house casts an evocation spell or is affected by an evocation spell that forces other creatures it can see to make a saving throw, they can choose a number of them equal to 1 + the spell's level. These creatures will succeed or fail their saving throws against the spell at the discretion of the Valmari. This ability refreshes at dawn. |
Corlias | Illusion | Once a day, as a bonus action, Valmari from this house can project an illusion that makes the Valmari appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the Valmari. The effect ends if the Valmari takes damage, it is incapacitated, or its speed becomes 0. This ability refreshes at dawn. |
Anlaf | Necromancy | When a Valmari from this house kills a creature that is neither a construct nor undead, the Valmari regains temporary hit points equal to the damage done by the killing blow. If the killing blow was dealt using a necromancy spell of first level or higher, the temporary hit points gained will be twice the amount of damage dealt. This ability can only be used once between short or long rests. |
Valzin | Transmutation | Valmari from this house possess a magical stone that will grant them resistance to one type of damage. If the Valmari possesses the stone and casts a Transmutation spell of first level or higher, they may change the resistance type. |
Erudia | Divine:Arrum | Valmari from this house may choose a channel divinity associated with an aspect of Arrum. If the Valmari is a paladin or cleric, they retain both the channel divinity for the aspect of the deity they serve, and the one granted to them by their noble house. |
Santegrin | Divine:Vandum | Valmari from this house may choose a channel divinity associated with an aspect of Vandum. If the Valmari is a paladin or cleric, they retain both the channel divinity for the aspect of the deity they serve, and the one granted to them by their noble house. |
Básridire | Divine:Kostum | Valmari from this house may choose a channel divinity associated with an aspect of Kostum. If the Valmari is a paladin or cleric, they retain both the channel divinity for the aspect of the deity they serve, and the one granted to them by their noble house. |
Anord | Pact: Chaos | Valmari from this house possess access to the prestidigitation and thaumaturgy cantrips as well as the first level spell Chaos Bolt. If the Valmari would have already had access to this spell, a critical cast of Chaos Bolt deals triple damage instead of double. |