[D&D5e] The Uncannyverse

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Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Religion and Doctrine. The basic principles of any religion are known as doctrines, which believers are taught to understand and accept. However, because they deal in concepts that are often hard to grasp, doctrines are also open to interpretation, which in itself leads faiths to change and diversify. Religious doctrines derive both from scripture, the sacred texts of each faith, and from the continual process of reading and interpreting these texts. Doctrines are therefore inseparable from the mythological context of religion. The monotheistic religions have a long history of doctrinal debate, and huge literatures that record the ways in which Rabbis, Priests, and Imams have read, explained, or interpreted scripture. Many of their writings are concerned with guiding believers in the minutiae of life, but the also address the big doctrinal questions. Doctrines are designed to bring the faithful together and to give believers a coherent set of beliefs to focus on. But, forming doctrines requires the debate and interpretation of scripture and this can lead to religious differences opening up. Disagreements and divisions may raise challenges and cause problems within a faith, but they also nurture in it an endless process of development and renewal.

Religion and Mythology. A mythology is a collection of stories about God or the gods, covering particularly the origins of the cosmos and humanity, and the roles of the divine. A religion's mythology underpins its beliefs, explains the way the world is, and provide moral lessons to guide followers. The mythologies of primal religions have been passed down orally for probably thousands of years. In general they show that cultures with an oral tradition have lived a life close to nature. Primal deities often take animal form and sacred places tend to be natural sites, such as rocks and springs, particularly in belief systems that need to explain certain features of the landscape. The world religions by contrast, record their mythologies in their sacred texts, the narratives, hymns, poems, epics, and other writings that define and diffuse their faith.

Religious Experience. Common to all religions is the idea that worshippers, in some way or another, can experience the absolute, or God. This experience is most obviously recognizable as a kind of heightened state of being - ecstasy, trance, exaltation, or calm - that reaches beyond the everyday. Some mystical revelation or vision stands at the inauguration of many of the world's religions. The Buddha meditating under a tree, reached a transcendent state that enabled him to see his solution to the problem of suffering in the world. The prophet Muhammad had the religion of Islam revealed to him when he received the words of God that are now collected in the Qur'an. The prophets of the Old Testament reported direct and life-changing experiences of God. The blinding light of Krisna overwhelms the Hindu hero Arjuna in the Bhagavad Gita, filling him with amazement and devotion. Events such as these seem to throw inspiring light on God and accompany new perceptions about reality, and thus they open up new directions of thought and belief. In primal religions, the rhythmic beating of drums and continuous dancing can bring about a state in which participants can experience or even see the deity that they are worshipping.

Religious Institutions. Religious institutions are the groups of people who come together to lead a faith. A religion may have a single, central leader, who presides over a highly organized administration; or it may have a less formal governance, or consist of several churches with local leaders. The roles of religious leaders vary from one faith to another. Some are scholars, people who study the sacred texts and help others to read and interpret them; some are teachers or gurus, who attract followers and inspire and instruct them in the faith; others perform a priestly function, presiding over sacraments and rituals. In many religions, the leaders may also play the role of spiritual guide, counsellor, or even healer; or do several of these jobs at once. The priests, shamans, teachers, counsellors, and other leaders of the world's religions operate within a wide variety of different organizational frameworks. Some, such as the Catholic Church, have a highly structured, top-down organization, with a defined hierarchy of pope, cardinals, bishops, and priests. Others, such as Orthodox Christianity, are made up a number of independent churches, each with it's own unique hierarchy.

Ethics. Common to all the world's religion is the idea that we should try to live better lives. Sacred texts and later teachings brim with the moral instructions of early leaders, of prophets, and God himself. The result is a rich framework or ethical values for all followers to live by. Moral instruction lies at the very heart of Eastern religions. Confucius, for example, was interested above all in teaching people how to live, and the writings and sayings attributed to him are full of moral guidance. Other Eastern religions describe very clearly the ethics that devotees should follow. One of the meanings of the term Dao is "the moral path". The Noble Eightfold Path of Buddhism instructs people to cultivate the correct kind of behavior in the areas of understanding, though, speech, action, livelihood, effort, mindfulness, and concentration. In the monotheistic religions of Judaism, Christianity, and Islam, moral precepts come from God. Jewish worshippers aim to follow God's law as laid out in the Torah as well as according to the interpretations of the Torah by later scholars and Rabbis. Muslims follow the ethical instructions laid out in the Qur'an, which they see as the word of God as revealed to the prophet Muhammad. Christians follow the teachings of Jesus Christ, as recorded in the Gospels. Because Jesus saw himself and his ethics as in some way coming after and fulfilling the words and commandments of the Torah, Christians also pay heed to the ethical guidance found in the Jewish text.

Ritual. A common theme runs through the practice of rituals in all the world's religions: rituals that resonate with the regular pulse of human life give believers chances to connect with the absolute - at specific stages of development, at particular ties of year, or as part of regular worship. Throughout most of the world, religion presides over the life-cycle rituals that mark the key transitions in a person's life - birth, coming of age, marriage, and death. Every calendar year includes certain religious festivals. Calendar festival may mark key moments in the history of the religion, such as the birth of a god or prophet. They may mark the end of a period of fasting, such as 'Id al-Fitr, which celebrates the end of Ramadan in the Muslim year, or the start of a new year. They are sometimes solemn events that remember martyrs or tragic times, but there may also be joyous feasts. The regular rituals of worship enable the worshipper to have a formalized connection with God or with the absolute. Regular religious observances, usually performed in a set way, at certain times, and often at a specific sacred place, can involve prayer, singing, meditation, or other rituals.

Sacred Places and Objects. Held in special reverence, sacred places and objects are often linked with specific deities, religious leaders, or specific times in a faith's history. Places may be marked with grand temples or monuments, but even a wayside shrine used spiritual contemplation can be sacred. In many religions, holy places are natural sites that are remarkable in some way. Tall mountains, wide of fast flowing rivers, or large rocks. Such impressive natural features seem to stand out, and over time become associated with particular deities of religious stories. Other sacred sites mark places central to the history of a particular religion. The city of Jerusalem played host to important events in the stories of Judaism, Christianity, and Islam, and is scared to all three faiths. Visiting sacred places is an activity that is common to most faiths, and central to some. In most cases the pilgrimage has a certain set code or manner to which the devotee adhere. For example, a pilgrim may have to dress in a specific way or perform particular rituals. Objects can be sacred too. They can make real or tangible the believer's connection with a guru, prophet, or god.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

I'm going to modify the 3 religious backgrounds for the Uncannyverse. The Acolyte from the Players Handbook is first. This background will get a feature, and a bonus feat.

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Homebrew Acolyte Religious background

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.


Skill Proficiencies. Insight, Religion

Languages. Two of your choice

Equipment. A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

Features. Shelter of the Faithful, Magic Initiate(cleric)

Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Magic Initiate (cleric) . You learn 2 cantrips of your choice from the cleric class spell list. In addition, choose one 1st level spell from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Wisdom is your spellcasting ability for these spells.

EDIT 1: Next up is the Initiate, and Vizier backgrounds from the Plane Shift: Amonkhet pdf.
Uncanny
Posts: 199
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Location: USA

Re: [D&D5e] The Uncannyverse

Post by Uncanny »

2nd religious background I'm modifying for the Uncannyverse. This background gets a double feature, and start with a piety score of 1 with their chosen god

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Homebrew Initiate Religious Background

You are an initiate, on the path to completing the trials of your chosen deity. Only a well-rounded initiate whom earns a glorified death can truly be worthy of the afterlife. Some combination of your natural aptitude, and your teachers’ assessment while you were an acolyte led you to focus your training in one particular area of specialization— hand-to-hand combat, long-range combat, or spellcasting.

If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.


Skill Proficiencies. Athletics, Intimidation

Tool Proficiencies. One type of gaming set, vehicles (land)

Equipment. A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 20 gp.

Features. Shelter of the Faithful + Military Rank

Trial of Faith. Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you. Additionally you have a military rank from your career as a Acolyte. Soldiers loyal to your faith based military y organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. You can enjoy these benefits only as long as you obey the societal norms of your faith. Training for the trials, obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter.

Starting Piety. You begin with a piety score of 1 with your chosen god.


EDIT 1: I imagine the Initiate's will act like missionaries for their faiths in the Uncannyverse.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

3rd religious background I'm modifying for my Homebrew. The Vizier background from the Plane shift Amonkhet Pdf. This option gets a feature and a supernatural gift.

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Homebrew Vizier. Religious Background

You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates’ journey, so the gods reward you with entry into the afterlife with their blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god. As a vizier, you can have any class, but you are likely to be a cleric, a druid, or a paladin.

Skill Proficiencies. History, Religion

Tool Proficiencies. One type of artisan's tools, one type of musical instrument

Equipment. A set of artisan’s tools or a musical instrument (one of your choice), a scroll of your god’s teachings, a vizier’s cartouche, a set of fine clothes, and a pouch containing 50 gp.

Features. Voice of Authority + Supernatural Gift (Pious)

Voice of Authority. Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance an Acolyte is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.

Supernatural Gift (Pious) Born with a particular connection to a deity, you have been winning favor with your god since birth. Additionally, you gain the following traits.

Pious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest.

Religious Study. You have advantage on any intelligence (Religion) check pertaining to your chosen god.

Starting Piety. You begin with a piety score of 3 with your chosen god.

EDIT 1: Final religious background of the day. I imagine these folks as the supervisors, and managers of temple, and shrine activity.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The first religion I'm modifying for the Uncannyverse is from the Game of Thrones franchise. The Religion of R'hllor, also known as the Lord of Light, the Heart of Fire, the God of Flame and Shadow is a prominent god in Essos, but has only a few followers in the other continents of Nirn. where he is more commonly known as the red god. His symbol is a fiery heart. Red priests lead prayers to R'hllor at red temples.


The Religion of R'hllor

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Doctrine. The religion is based on a dualistic, manichean view of the world: R'hllor, the god of light, heat, and life, and R'hllor's antithesis the Great Other, the god of ice and death


Mythology. Two deities R'hllor, and the Great Other are locked in an eternal struggle over the fate of the world; a struggle that, according the ancient prophecies from the books of Asshai, will only end when Azor Ahai, the messianic figure, returns wielding a flaming sword called Lightbringer, the Red Sword of Heroes.


Institutions. The red priests of R'hllor associate fire with life. They see shadows as creations of the Lord of Light, who are the servants of light and the children of fire. Red priests are taught prayers and spells, and are trained to see things in fires. It takes many years of training to see the shapes beyond the flames, and even more years to learn how to interpret them. Numerous priests, both male and female, are trained in their red temples. The priests of the Lord of Light wear loose red robes.

The Temple of the Lord of Light in Volantis has been called the greatest temple in the known world. All those who serve there are slaves who were bought as children and trained. As is the custom of that city, the red priests of the Volantene temple, have flames tattooed across their cheeks, chin and forehead. The Fiery Hand are a thousand slave soldiers who guard the Temple of the Lord of Light. The Volantene temple also trains some of their slaves to become temple prostitutes.

Ritual. Followers of R'hllor pray before a night fire, thanking R'hllor for ending the day, while beseeching him to bring the dawn and banish the darkness. The night fires are lit at sunset, and the prayers continue for more than an hour afterwards. Fires are also lit each morning at first light, where the red priests welcome the sun. Other priests might attend to their fires during the entire night. A common phrase of prayer is "the night is dark and full of terrors".

During one example of a wedding ceremony, a red priest or priestess recites ceremonial prayers, which are answered by the wedding guests. The priest and groom await the bride by a ditch fire. The bride is escorted to the priest, who first asks the bride to identify herself, and next asks who comes to claim the bride. Both bride and groom are asked whether they will share their fire with their spouse-to-be, to warm him/her "when the night is dark and full of terrors". Bride and groom are to leap over the ditch fire together, to emerge as one. Following this, the groom removes the maiden’s cloak and places the bride's cloak around the bride’s shoulders. Following the ceremony is the wedding feast.

Priests of R'hllor believe that "life is warmth, and warmth is fire, and fire is God's and God's alone." When a person has died, he is said to have "ascended to the Hall of Light, to sit beside the Lord". The death rite administered by priests to the deceased is known as the last kiss. The priest fills his mouth with fire and breaths the flames inside the deceased person, down his throat to his lungs, heart, and soul. All red priests are required to perform the rite.

Sacred objects/Places. A prophecy found in ancient books of Asshai claims that after a long summer an evil cold darkness shall fall on the world. Azor Ahai, wielding the sword Lightbringer, shall be reborn to combat this darkness.

Devotee of the Religion of Rh'llor
Piety 3 + Trait. As a devotee of the prophet Azor Ahai, you have earned the favor of the Prince that was Promised, and When not under direct sunlight. You can cast the Misty Step spell a number of times equal to your Charisma Modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

The Lord of Light's Votary
Piety 10 + Trait. You have resistance to poison damage, and you have advantage on saving throws against being charmed or frightened.

Disciple of Azor Ahai
Piety 25 + Trait. You are a true champion of the Prince that was Promised, and you can cast Conjure Shadow Demon with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.

Champion of the Prince that was Promised
Piety 50 + Trait. You can increase your Charisma or Wisdom score by 2 and also increase your maximum for that score by 2.


EDIT 1: I'll explain the piety system with a later post
Last edited by Uncanny on Thu Jun 03, 2021 3:00 am, edited 1 time in total.
Uncanny
Posts: 199
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The 2nd religion I'm going to be modifying for the Uncannyverse is also from the Game of Thrones Universe. the Drowned God of Pyke, also also known as He Who Dwells Beneath the Waves. A sea deity worshipped by the Iron-born of the Iron Islands in Westeros. The Drowned God religion supports worshippers with a naval, and pirate culture.

The Religion of the Drowned God

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Doctrine. The faith of the Drowned God is unique. He is seen as the creator of the seas and father of his followers, who believe they come from his watery halls. The Drowned God is said to have made the water breathing species of Nirn in his own likeness, to reave, rape, carve out kingdoms, make their names known in fire and blood and song. and to hold dominion over all the waters of the planet.

Mythology. The Drowned God is opposed by the Storm God. This malignant deity dwells in the sky and has hatred for men and all their works. The Storm God resides in a cloudy hall, and sends cruel winds, lashing rains, and the thunder and lightning down upon men The Drowned God and the Storm God are said to have been at war against one another for "a thousand thousand years". His worshippers believe that the Drowned God has fewer power the further removed from the sea they are. Even in strange lands where other gods are worshipped, some practitioner's of the faith might believe that a large amount of men who have been sacrificed, and drowned give the Drowned God strength in the area.

Institutions. The acolyte's of the Drowned God are ill clad, wearing mottled robes of green, grey, and blue, the colors of their deity. Initiates use dried seaweed which they braid through their long hair, and priests have an unkempt appearance. Vizier's don't cut their hair, aren't allowed to bathe bathe in any water but the sea, and they often go barefoot. The priesthood is forbidden from owning a home, and instead wander the various islands of Nirn, seldom going far from the sea. The lords and peasants on the islands are obliged to give them food and shelter in the name of their god.

Ritual. The Drowned God has no temples, holy books, or idols. Most priests are illiterate, so the prayers and rituals are orally taught. Acolytes of the Drowned God primarily make use of those things that can be taken from the sea, such as driftwood for makeshift shelters, sealskin for tents, and carry driftwood cudgels to show their devotion.

Sacred objects/Places. The vizier's of the Drowned God know how to drown a man and then bring him back to life, This is done as part of the rites of the god, consecrating the drowned person to him. Not all men are successfully revived, however. It is custom to give a newborn child to the Drowned God shortly following his birth. Some priests believe that this should be done in a similar manner, but more frequently the child is simply dipped into a tub of seawater to wet the infant's head. The Seastone Throne is a sacred artifact to the followers of the faith of the Drowned God. Located on the Iron islands the chair is believed to have been the prized possession of a previous avatar of the deity. It is believed that anyone able to sit on it will be able to unite all of the Islands on Nirn into a single kingdom. However everyone who has attempted to sit on the Seastone Throne has died instantly. The Drowned Men hold a annual Kingsmoot were renowned sea captains from around the globe compete for the chance
to sit on the chair.


Devotee of the Drowned God
Piety 3 + Trait

You can cast Gentle Repose with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

He Who Dwells Beneath the Waves Votary
Piety 10 + Trait

You can cast Speak with Dead with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

Drowned God Disciple
Piety 25 + Trait

You can cast False Life with this trait, requiring no material components. When you do so, you gain an additional 25 temporary hit points. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

Champion of the Deep One
Piety 50 + Trait

You can increase your intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.

EDIT 1: 2 religions down 13 to go.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Covenant religion is from the Halo video game franchise. The Covenant Empire is founded on and united by a single religion, based upon the worship of the ancient race of beings known as the Forerunners. According to the Covenant religion, the Forerunners, being nearly omniscient and all-powerful beings, discovered a method to transcend the physical world and achieve divinity


The Covenant Faith

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Doctrine. Worshippers of Covenant religion believe that a ancient race of beings known as the Forerunners transcended the mortal plane and achieved divinity. They were believed to have accomplished this through the construction and activation of a monolithic installation referred to as the Halo, although devout followers of the faith colloquially refer to the solar system spanning installation as the "Sacred Ring". According to the Covenant belief, upon activation the Halo the Forerunners initiated a sublimination event known as "the great journey" propelling the Forerunners into a state of transcendence. However, all lesser species were inherently unworthy of this journey and were left behind. The Covenant Empire, or at least their leadership caste -the winged Ayelid elves believe themselves to be the chosen inheritors of the Forerunners divine technology. The foundation of the Covenant Empire is built upon the desire to reclaim lost Forerunner technology and use these gifts of divinity they left behind in the physical world. Their ultimate purpose, however, is to locate and activate the Halo Installation. In doing so, they believe that all faithful adherents to the Covenant Religion will be allowed to transcend the limitations of the mortal realm, and walk among the Forerunners as divine beings. All client races of the Covenant Empire follow the winged Ayelid prophets in the hopes of also ascending into godhood.


Mythology. During the Dawn era. The Daedric Prince Meridia was known as Merid-Nunda, an Et'Ada or a divine being. When the chaotic celestial Lorkan devious ploy to rule the universe was discovered, Merid-Nunda fled the mortal plane of Mundus, along with the sun god Soter and became one of the Magna Ge. A star deity after consorting with Daedra, Merid-Nunda was cast down, and in turn became the Daedric Prince Meridia. According to Covenant mythology Merid-Nunda is the daughter of Soter, but he didn't love her as he only loved his own creations. She was supposedly created out of Aether (divine magic).



Institutions. In a Covenant Church the focus is on the altar. Reclaimed Forerunner technology that members of the congregation bow or genuflect to as they enter. The church usually contains a Lady Chapel (dedicated to Meridia-Nunda). The senior member of the Covenant clergy is called the High Prophet of Truth. It is their responsibilty to lead the church in prayers. The worship that takes place in a Covenant church is generally more formal than in many other religions. It usually makes use of incense, chants, and processions, and congregations follow a set form of words laid down in a service book translated from recovered Forerunner technology called a missal.



Ritual. The Covenant Empire, also referred to simply as the Covenant, is a theocratic hegemony made up of multiple species that maintain control over a large portion of the continent of Tamriel. The Covenant is a political, military, and religious affiliation, originally a mutual alliance between the Ayelid elves, and the Minotaurs. Following a brutal conflict between the two warring races. Its expansion to include at least six other races united in the worship of the Forerunners and the Halo Array soon began after the original formation. The De facto leader of the Empire is the High Prophet of Truth. Aided by a small council which includes the High Prophet or Regret, and the High Prophet of Mercy. Below this three senior Vizier's a legislative branch known as the High council oversee the day to day affairs of the Empire.


Sacred objects/Places. The three most sacred locations in the Covenant faith are the holy church of High Clarity located in the capital city of the Ayelids, the great ark a giant space ship, and the Sacred Ring which so far hasn't been activated by the followers of the faith.


Devotee of the Covenant
Piety 3 + Trait

You can cast Bless with this trait, requiring no material components. The blessing manifests as a nimbus around the affected creatures, causing them to shed dim light in a 5 foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.


Solar Votary
Piety 10 + Trait

You can cast Daylight with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.


Disciple of the Covenant
Piety 25 + Trait

You grew accustomed to the blazing radiance of the sun; you have advantage on saving throws against being blinded, and you have resistance to fire damage.


Champion of the Sun
Piety 50 + Trait

You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2.


EDIT 1: 3 down, 12 to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The next religion up is the Many- Faced God from the Game of thrones Franchise, also known as Him of Many Faces, is a deity worshipped by the Faceless Men, a guild of assassins established in the Free City of Braavos.


The Religion of the Many - Faced God

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Doctrine. The Many-Faced God (alternatively known as the God of Death) is a deity worshiped by the mysterious cult of assassins known as the Faceless Men, who are headquartered in the Free City of Braavos and they believe that through their assassinations they do his work.

Mythology. The Faceless Men worship Death, whom they believe is the only god. The cult is actually a syncretic religion; its followers believe that Death is unknowingly worshiped by devotees of all the religions in the world, simply under different names. Every religion either has a god of death (in polytheistic faiths), or has a god with dominion over death (in monotheistic faiths). The Faceless Men believe that all of these gods are simply different aspects, or "faces", through which Death has revealed Himself to humanity - hence they formally refer to their deity as "the Many-Faced God".

Institutions. There is no one symbol of the Many-Faced God, simply the icons used to represent death gods in other religions. The temple of the Faceless Men in Braavos, known as the House of Black and White (due to the color of its doors), contains a large public sanctuary with statues of death gods from all other religions displayed equally.

Ritual. The Faceless Men see death as a gift from the Many-Faced God to end human suffering: either to euthanize the sick or bereaved who can no longer stand the suffering of living, or as a "gift" to end the lives of those who are causing suffering to others. As a result, these assassins view themselves as Death's servants, strictly bound to His service. In their at times inscrutable beliefs, they feel that they are only helping to carry out Death's will, and cannot choose their own targets (for personal reasons, such as revenge): they can only target those whom death has selected - the targets of assassination contracts they have accepted. The Faceless Men practice extreme self-abnegation, each devotee believing that they are "no one", with no personal desires, and living only to serve the Many-Faced God.

Sacred objects/Places. The House of Black and White is a temple in Braavos dedicated to the Many-Faced God. It serves as the headquarters of the guild of religious assassins known as the Faceless Men. It sits alone on a small island in the lagoon of Braavos. Although it can be reached by boat or bridge from other locations in the city, the island is usually deserted.


The Stranger's Devotee
Piety 3 + Trait

As a devotee of the Stranger you have proven yourself accomplished at deception. You can cast Disguise Self with this trait. You can cast the spell is this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.


Votary of Him of Many Faces
Piety 10 + Trait

You have advantage on Charisma (Deception) checks.

Disciple of The God of Death
Piety 25 + Trait

When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.

Champion of The Stranger
Piety 50 + Trait

You can increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2.


EDIT 1: I had originally intended to create an entire pantheon for the faith of the seven but I choose to do something different. 4 down, and 12 religions to go.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Next I'm tackling the two Force related religions from the Star Wars franchise. First up is the Jedi religion. Many of the followers of this religion can be found in western Tamriel. Mainly in the Provinces of Hammerfell, and High Rock.


The Jedi Religion

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Doctrine. The Jedi Code was a set of rules that governed the behavior of the Jedi Order. It taught its followers to not give in to feelings of anger toward other lifeforms, which would help them resist fear and prevent them from falling to the dark side of the Force. An initiate trained in the ways of the light side of the Force, could take comfort in the words of the mantra of the Jedi Code:

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force


Mythology. The Jedi religion is based around eight "sacred texts" that "describe tenets, history, and specific guidance to those studying the path of the Jedi. These books included a number of aspects of the Jedi religion such as references to "gods" and the World Between Worlds. They also included more mundane information, such as lightsaber designs. The theology of the Jedi religion changed over time. During the Hundred-Year Darkness, the Sith were born. Once brothers in the Force. The Sith Order was founded by a rogue Jedi who had come to the understanding that the true power of the Force lay not in contemplation and passivity, and instead sought abandon and strength through the dark side of the Force. The Jedi Council at the time balked at this new direction, and the fallen Jedi was outcast, but he eventually gained followers to his new order. The Sith sought to control the planet and opposed the Jedi, against whom they waged a series of wars which brought destruction for many years to come.


Institutions. The Jedi Order are a a noble religious order of protectors united in their devotion to the light side of the Force. With a history dating back over a thousands years. Noted for their lightsabers and natural ability to harness the powers of the Force. The Order established the Temple of the Kyber on a island west of of the continent of Tamriel. The Temple was also a training school for younglings and Padawans, who learned the ways of the Force under the supervision of Jedi Masters. The Jedi Code along with a collection of other sacred Jedi texts governed the Order's way of life; therefore, every Jedi was duty-bound to observe and uphold the Code or else risk banishment from the Order's ranks.


Ritual. A religious artifact called a Jedi Holocron identified children a short time after birth whom were force sensitive, and highly valued by the order to become prospective Jedi. Training began at the level of the Jedi youngling; at some point in their training, younglings were expected to find their own Kyber crystal—the heart of the lightsaber, a distinctive and elegant weapon of the Jedi. In order to pass an ancient rite of passage known as The Gathering. Younglings who succeeded in their trials graduated to the level of Padawan, the apprentice of a more experienced member of the Order. In accordance with the Jedi Code, a Master could instruct only one student in the ways of the Force at any given time. The Padawan braid, a symbol that represented a Jedi apprentice's status in the Order, was worn in the hair or head, depending on the Padawan's species. The Jedi Trials were a series of tests that ultimately determined whether a Padawan was worthy of the rank of Jedi Knight After becoming a full-fledged member of the Order, a Jedi could choose to adopt a Padawan of their own as part of the Order's tradition in training the next generation of Jedi


Sacred objects/Places. A kyber crystal, simply known as a kyber, also called a lightsaber crystal, the living crystal were rare, Force-attuned crystals that grew in nature. They are used by the Jedi and the Sith in the construction of their lightsabers. Before the Jedi and Sith orders, kyber crystals were worshiped by primitive societies for their fire-resistant properties, intricate structures, and near impermeability. It is believed that the Jedi saw them as embodying an aspect of the Force. Over the centuries, the Jedi amassed an almost exclusive right to the crystals, protecting and collecting them to decorate their temples and power their lightsabers. The largest collection is found within the Temple of the Kyber.


Force Adept Devotee
Piety 3 + Trait

As a devotee of the Force, you have proven yourself to be a devotee of reality's mysteries and laws. You can cast Detect Magic with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. In addition, you know the Mage Hand cantrip. Intelligence is your spellcasting ability for these spells.


Votary of the Force
Piety 10 + Trait

You can cast Detect Thoughts with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being charmed.


Jedi Disciple
Piety 25 + Trait

As a true champion of the Jedi, you can use your Mage Hand cantrip to protect yourself. While your spectral hand is withing 5 feet of you, you gain +2 bonus to your Armor Class against ranged attacks.

Jedi Master
Piety 50 + Trait

You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2


EDIT 1: Lightsabers will do 2d8 radiant damage, 5 down, 11 religions to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Next up is the Sith religion. The Sith Order will have shrines located throughout the planet Nirn, however their main temples will be located near the south pole, and on a asteroid.

The Religion of the Sith

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Doctrine. The Code of the Sith, was a mantra that expressed the core beliefs of the Sith. It was an inversion of the Jedi Code, a set of rules for members of the Jedi Order. It notably taught its followers that it is for the strong to destroy the weak.

Peace is a lie. There is only Passion.
Through Passion I gain Strength.
Through Strength I gain Power.
Through Power I gain Victory.
Through Victory my chains are Broken.
The Force shall free me

Mythology. A thousand years ago the Jedi Order was fractured by a schism that began when a rogue and his followers turned away from the light side of the Force, believing the dark side was the path to true power. Having relocated to the Asteroid Korriban in the Outer Rim Territories, their movement ultimately evolved into the Sith Order, resulting in a war between the former brothers and sisters in the Force which started the Hundred-Year Darkness. However, the Sith were defeated and subsequently exiled. Most Fled into Space, while some headed south into The Land of Always Winter.


Institutions. The Sith, also referred to as the Sith Order an ancient religious order of Force-wielders devoted to the dark side of the Force. Driven by their emotions, including hate, anger, and greed, the Sith are deceptive and obsessed with gaining power no matter the cost.


Ritual. The Rule of One was the guiding code of the One Sith. Created by Darth Krayt after the collapse of the Order of the Sith Lords, it embraced the ideals of the ancient Sith, wherein there was a single Dark Lord of the Sith who led many lesser Sith Lords, along with other minions and acolytes. The "One" represented the Sith Order itself, a unified and cohesive group of Sith who restrained from infighting and were fanatically obedient to Dark Lord Krayt. The practice of one apprentice per master was retained, however there were many masters. Also retained was the practice of slaying a master once an apprentice's training was complete, however this was not done to continue the rule of the strong, but rather to show one's faith and devotion to the Sith cause.


Sacred objects/Places. IIum a ice cave located in the Southern continent. In The Lands of Always Winter one of the main sources of the valuable Adegan crystals used in the construction of Sith lightsabers. The caverns containing the crystals were long ago turned into a Sith Tomb. Unlike the crystals found elsewhere on the planet the crystal of IIum were limited to Black and Red in color. The asteroid Korriban is a sacred site for the Sith Order, housing the tombs for many ancient and powerful Dark Lords of the Sith, and containing immense dark side power.


Dark Side Devotee
Piety 3 + Trait

As a devotee of the dark side. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 lightning damage to the target. You can use this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.


Revan's Votary
Piety 10 + Trait

When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must us the new roll. Once you use this trait, you can't do so again until you finish a finish a long rest.

Dark Side Disciple
Piety 25 + Trait

The energy of the dark side fills your being , granting you advantage of initiative rolls.

Champion of the Sith
Piety 50 + Trait

You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.


EDIT 1: Alright that takes care of the two Force related religions. 5 down, and 10 more religions to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Klingons are a humanoid warrior species from the Beta Quadrant. One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared.


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Homebrew Klingon

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1, and your Strength score increases by 1

Age Klingons Mature at the same rate as humans and have life spans similar in length to theirs.

Size. Klingons are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is medium

Speed. Your base walking speed is 30 feet

Low Light Vision. For 60 feet around you, you can see in dim light as if it were bright light, you cannot see in darkness.

Martial Training. You are proficient with two martial weapons of your choice and with light armor.

Saving Face. Klingons are careful not to show weakness in front of their allies, for fear of losing status, If you miss with an atack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus + 5). Once you use this trait you can't use it again until you finish a short or long rest.

Daunting. You have proficiency in the Intimidation skill.

Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Languages. You can speak Deep Speech, read, and write Klingon.

EDIT 1: A majority of the Klingons work as mercenaries for the Mind Flayers, but a minority of the species free lance, and can be found roaming throughout the planet. Racial options coming up in the next few weeks; Bajorans, Cylons, Wookies, and Kryptonians
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The next religion I'm putting into the Uncannyverse comes from the Star Trek franchise. The Klingon religion refers to the varied ritual practices and spiritual beliefs of the Klingon species. This, and the Mandolorian religion I will be introducing later will both have the War domain. So if you want to play a cleric who isn't always wearing a helmet, this is the religion for you. Meaning more then just Klingons are worshippers of this faith.

The Religion of Kahless the Unforgettable

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Doctrine. The honored dead hoped to arrive in Sto-vo-kor, where they would be greeted by the legendary hero Kahless the Unforgettable and join the Black Fleet. Should a noble warrior die in a manner that might not merit a place in Sto-vo-kor, such as being assassinated in a surprise attack, he may still earn a place, if others dedicated a great battle to his name, thus showing that he had earned respect among the living. The dishonored dead were ferried across the River of Blood, past the Kos'Karii, aboard the Barge of the Dead. Their destination was Gre'thor, where they would be tortured by a creature known as Fek'lhr. When going into battle, Worshippers of Kahless often sang the traditional warriors' anthem, which was essentially an invocation to Kahless and a pledge to win a good death in battle. The Cavern of Despair was the home for those who had died and been forgotten. The dead could not rest in Sto-vo-kor unless the living honored their memories. Consequently, it was a common practice to recite a plea for Kahless to lift family and friends out of the Cavern of Despair.

Mythology. Gods were said to have forged the heart of the first Klingon, Kortar, out of fire and steel. Seeing his loneliness, they forged a mate for him, Because they were "more trouble than they were worth”, the two Klingons “destroyed the gods who created them and turned the heavens to ashes

Institutions. Most Klingons worshipped Kahless. This was overseen by clerics known as the Followers of Kahless or Viziers. The Day of Honor was a major holiday calling for personal reflection.The Kot'baval Festival was an observance commemorating Kahless' defeat of Mandalore. A minority of Klingons continued to identify as Followers of Mandalore.

Ritual. Klingon beliefs might be described as polytheistic, in that a number of supernatural figures were recognized. Nevertheless, imperial cults centered on the historic figures of Kahless the Unforgettable or his rival Mandalore. The Klingon death ritual, it was traditional for those on hand to howl into the sky, as a warning to the afterlife that a worshipper of Kahless was about to arrive. In some cases, a funeral dirge was sung in memory of the deceased, or friends sat with the body to protect it from predators, a practice known as ak'voh. some followers of Kahless buried their dead in sarcophagi.

Sacred objects/Places. Texts such as The Book of Honor, and the Sacred Scrolls of the Kuvah'magh formed a basis for Klingon belief. Sacred objects included adanji incense, the Beacon of Kahless, the Knife of Kirom, kor'tova candles, the Shroud of Kahless, the Shroud of the Sword, the Sword of Kahless, and the Torch of G'boj. It was customary to display images of Kahless in one's home.

Devotee Of Kahless
Piety 3 + Trait

You can cast Wrathful Smite with this trait. A blood red glow manifests around your weapon, causing it to shed dim light in a 5 foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.

Kirom's Votary
Piety 10 + Trait

You can cast Blinding Smite with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell.

Kuvah'magh Disciple
Piety 25 + Trait

Countless battles and vicious visions have given you focus. You have advantage on saving throws against being charmed or Frightened.

Champion of Kot'baval
Piety 50 + Trait

You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.

EDIT 1: 6 religions down, and 9 more to go. I will be editing these posts during the weekend to add in Domains for each deity.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Bajorans don't really have a defining personality characteristic like most Star Trek species do. They all pretty much do have their religion, and they just fought a resistance, But neither are fundamentally non-human. They do contrast the humans within the show, but Bajorans are otherwise shown to be some of the least defined by their species stereotypes of any Star Trek species. They resemble real humans. They act just like normal people do. Even biologically they closely resemble real humans, with only a wrinkled nose bridge and red blood.

A majority of Bajorans don't trust the Azorius Senate guild. It's pretty consistent with the general attitude of species dealing with the federation that have been mistreated in the past. They think the federation is trying to control them, not just help them. A lot of Bajorans see the federation as a diplomatic version of a occupation, and they don't want to be occupied anymore. Plus, you figure once the face of the Federation (Sisko) becomes the Emissary to the Prophets, they'd warm up a little but a few Bajorans that took issue with his being the emissary. It's not like they didn't believe that he WAS the emissary, they just hated it. He really didn't want to be emissary himself, and a Minority of Bajorans were Kind of insulted when the head of their religion doesn't really buy into it or want to play his part.

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Homemade Bajoran

Ability Score Increase. Two different ability scores of your choice increase by 1.

Age. Bajorans reach adulthood in their late teens and live less than a century.

Size. Bajorans vary widely in height and build,
from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet

Languages. You can speak, read, and write Common and one extra language of your choice.

Sure-Footed. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that
turn

Spring Attack. When you make a melee attack
against a creature, you don’t provoke opportunity
attacks from that creature for the rest of your turn,
whether you hit or not.

Breadth of Knowledge. You gain proficiency in
any combination of four skills or with four tools of
your choice

Fleet of Foot. Your base walking speed increases by + 5

Feat. You gain one feat of your choice.


EDIT 1: Next up the Bajoran religion from the Star Trek franchise.

EDIT 2: I will be adding domains later
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

I know that Star Trek has been guilty for portraying cultures in a monolithic manner, But I think that Bajorans having one religion makes sense. Bajorans' gods are not fiction. The prophets are actually real. Whether they are gods or not is up to interpretation, but they are real nonetheless. They have also sent the Bajoran people the Orbs over time. So they actually had evidence for the existence of the prophets. You may say people would have different interpretation of the messages sent. And you're right. It is mentioned many times throughout Deep Space 9 that different sects of the Bajoran faith exist.

Since the two terms have been conflated multiple times, putting this here. Monoreligious and monotheistic are not the same thing. Monotheism is the worship of a single god. The worship of the Prophets is polytheistic. A culture with only one religion, regardless of how many gods are being worshipped, would be monoreligious.

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The Bajoran Faith

Doctrine. The Bajoran religion is centered around the Prophets, the Bajoran name for the aliens residing inside the Bajoran wormhole, which the Bajorans believed is the Celestial Temple. Bajorans thought of these aliens as gods and often prayed to them for guidance.

Mythology. They also believed that everything happened for a reason and that starships were guided by the hands of the Prophets while passing through the wormhole. The word of the Prophets guided Bajorans for thousands of years nd over the years, ten orbs, or "tears of the Prophets", had emerged from the wormhole. Their religion was so important - and so vital - to them that, during the horrors of occupation, it was a powerful inspiration that helped them endure and resist.

Commander Benjamin Sisko was the first man to fly through the newly-opened wormhole. While flying through, he encountered the wormhole aliens which the Bajorans believed to be the Prophets. They spoke to him in enigmatic ways that seemed strangely wise and even prophetic. When the Bajorans learned about Sisko's experience, they identified him with their religion's Emissary. For a long time, Sisko remained skeptical of who the aliens were.

Institutions. The spiritual leader of the Bajoran faith was called the Kai. Over the centuries, a stratified system had developed by which the Bajoran faith was organized. Although the Emissary took precedence above all others, the Kai was the spiritual leader of Bajor, elected from and by the vedeks in the Vedek Assembly. There are a number of orders that make up the Bajoran religious landscape, some with more influence than others in the Assembly. Some orders and Vedeks were more orthodox than others.

Ritual. Charity, humility, and faith were seen as the keys to enlightenment in the Bajoran faith.

Sacred objects/Places. Deep Space 9 also had a place in the Bajoran religion as the "gateway" to the Celestial Temple.


Devotee of the Prophets
Piety 3 + Trait

As a devotee of the prophets you have proven yourself a worthy representative of the Celestial Temple. You can cast Marine Layer with this trait. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish along rest. Intelligence is your spellcasting ability for this spell.

Votary of the Sacred Orbs
Piety 10 + Trait

You can cast Blink with this trait. Once you cast the spell in this way, you can't do so again


Disciple of the Prophets
Piety 25 + Trait

You are inspired by the tempestuous , uncontrollable nature of the prophets; you have advantage on saving throws against being charmed or restrained.

Champion of the Faith
Piety 50 + Trait

You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.

EDIT 1: The Celestial Temple, and the monolithic installation referred to as the Halo by the Covenant Religion are the same.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Cylons (Cybernetic Lifeform Node) are a race of sentient beings based on ground-breaking research. Conceived of as military robots the Cylons quickly entered industrial and domestic sectors, and over a period of six years became widespread across Nirn. Inspired by their belief in the One True God, they launched a cataclysmic slave rebellion against their mortal masters, which became a genocidal war for both parties. he Cylons ended their war and left mankind to pursue their own evolution on a colony of their own.

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Homebrew Cylon

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. A typical Cylon is between 2 and 30 years old. The maximum Cylon lifespan remains a mystery. You are immune to magical aging effects.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet

Language. You can speak, read, and write Droid, and one other language of your choice.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits; You have advantage on saving throw against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to armor class, You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Shape changer. As an action, you can change your appearance and your voice. You determine the specifics of the changes, ncluding your coloration, hair length, and sex. You can adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use a action to revert to your true form or until you die.

Changeling Instincts. You gain proficiency with two pf the following skills of your choice: Deception, Insight, Intimidation, and Persausion


EDIT 1: I Mechanically I combined the Warforged, and the Changeling from Eberron. I imagine their shape-change ability would be similar to the liquid metal, shapeshifting T-1000 Terminator from the Terminator 2: Judgment Day Film
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