Order of the Roll - Dungeons and Dragons Magerien - Order of the Roll

Magerien

DnD Magerien Race

The Mage­rien are humanoid beings, larg­er and broad­er than ordi­nary humans. Many tales speak of the soli­tary, wise Mage­rien her­mits who have aid­ed count­less heroes on their jour­neys to fame. With their uncan­ny abil­i­ty to see through oth­ers and their deep-root­ed charis­ma, they often leave a last­ing impres­sion on all who meet them.

Despite their strength and impos­ing build, the Mage­rien are best known for their intel­li­gence and their capac­i­ty to live har­mo­nious­ly with­in com­mu­ni­ties of oth­er races.

A Unique Biology

Many pop­u­lous races tell sto­ries of the Mage­rien, though few have ever seen one in per­son. In these tales, they are depict­ed as soli­tary sages, sources of knowl­edge and coun­sel for near­by set­tle­ments.

Count­less adven­ture sto­ries tell of a hero seek­ing the wis­dom of an Mage­rien before begin­ning a quest. Oth­er sto­ries speak of roy­al advi­sors with broad, unmis­tak­able fea­tures. Whether these tales are true or not, Mage­rien still exist across the con­ti­nent, rare but not extinct.

The Magerien Life Cycle

The rar­i­ty of the Mage­rien stems from their unique biol­o­gy.
Young Mage­rien mature extreme­ly slow­ly; their youth can last for sev­er­al decades. Dur­ing this long stage of life, they feel a pow­er­ful urge to trav­el, an instinc­tive search for a suit­able place to set­tle.

Such a place must meet three con­di­tions:

  1. Suf­fi­cient nat­ur­al resources

  2. A local pop­u­la­tion of intel­li­gent beings

  3. An absence of oth­er Mage­rien near­by

Once an Mage­rien finds such a place, they enter the sec­ond phase of life, marked by a greater appetite and a more seden­tary lifestyle. Since a sin­gle Mage­rien can eas­i­ly deplete the sur­plus of a small vil­lage, their nomadic youth is a bio­log­i­cal neces­si­ty.

Among Humans

Though many regard them as her­mits, some Mage­rien live right among humans. In towns and cities, they often take on roles that make use of their wis­dom and under­stand­ing of peo­ple, such as medi­a­tors, advi­sors, guardians, or even men­tors.

Their impos­ing appear­ance can inspire fear or awe, but most quick­ly earn respect through their charis­ma and keen insight. To many, they are a mys­te­ri­ous yet famil­iar pres­ence, a bridge between the human and the unknown.

Masters of Social Interaction

Because they rely on oth­er species for com­pan­ion­ship and sus­te­nance, the Mage­rien have become true mas­ters of social inter­ac­tion. Each indi­vid­ual pos­sess­es an innate abil­i­ty to read body lan­guage and vocal cues, allow­ing them to accu­rate­ly sense oth­ers’ emo­tions and inten­tions.

The vast knowl­edge attrib­uted to the Mage­rien often comes from their extra­or­di­nary pow­ers of obser­va­tion. Even a brief con­ver­sa­tion can reveal a sur­pris­ing amount to these per­cep­tive beings. Clever as they are, the Mage­rien always find ways to ben­e­fit from what they learn.

Stats

  • Abil­i­ty Score Increase.Your Charis­ma score increas­es by 2 and your Con­sti­tu­tion and Wis­dom scores increase by 1.

  • Age. Mage­rien reach matu­ri­ty around age 25 and can live as long as 300 years, though none of this affects how long it takes one to enter the sec­ond stage of their life.

  • Align­ment. In order to fit in with the soci­eties they attach them­selves to, Mage­rien are usu­al­ly flex­i­ble when it comes to ideas of align­ment, mean­ing that most of them tend towards neu­tral­i­ty.

  • Size. While only a lit­tle taller than a human, around 6 to 7 feet tall, an Mage­rien has a dis­tinc­tive­ly wide build which makes them sig­nif­i­cant­ly heav­ier than humans, even before they enter the seden­tary por­tion of their life. A young Mage­rien usu­al­ly ranges between 200 and 300 pounds, while and old­er, set­tled Mage­rien can get upwards of 700 to 800 pounds. Your size is Medi­um.

  • Speed. Your base walk­ing speed is 30 feet.

  • Takes One to Know One.You have advan­tage on sav­ing throws against being charmed.

  • Pow­er­ful Build.You count as one size larg­er when deter­min­ing your car­ry­ing capac­i­ty and the weight you can push, drag, or lift.

  • Gift of Gab.You gain pro­fi­cien­cy with two of the fol­low­ing skills of your choice: Per­sua­sion, Insight, Decep­tion, and Per­for­mance.

  • A Friend­ly Ear.Once per short rest, you can attempt to charm a non-hos­tile crea­ture you are con­vers­ing with if you con­verse with them for at least one minute. The crea­ture must make a Wis­dom sav­ing throw, the Dc for the sav­ing throw equals 8 + your Charis­ma mod­i­fi­er + your pro­fi­cien­cy bonus. On a failed save, the tar­get becomes charmed by you for one hour, and you learn one piece of infor­ma­tion that the tar­get knows that relates to the top­ic of your con­ver­sa­tion, at the DM’s dis­cre­tion. Regard­less of whether or not the tar­get makes the save, they remain unaware of your attempt.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon and the lan­guage of your coun­try if you have that and two oth­er lan­guages that you want.
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