Dibirr (4e Race)

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Dibirrs[edit]

A race born onto a plane of chaotic energy and given a third eye to sense the deep currents of positive and negative energy that created them.

Racial Traits
Average Height: 3'6"-4' (youthful Dibirrs), or 5'-5'6" (elder Dibirrs)
Average Weight: 75-85lb (youthful Dibirrs), or 100-120 lb (elder Dibirrs)
Ability Scores: +2 Charisma, +2 Wisdom
Size: Small
Speed: (youthful Dibirrs) 5 squares, or (elder Dibirrs) 6 squares
Vision: Normal
Languages: Common, Primordial, one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Elemental Infusion: Your people were created from energy related to that of the Elemental Chaos. You are considered an elemental for effects relating to creature origin.
Seer's Sense: If any of your opponents trigger a surprise round, you may make a standard action before the round begins.
Seer's Sight: Your third eye allows you to observe the flow of energy in people and things around you. When making a Perception or Insight check, you may roll the check twice and use the higher value.
Energy Release: You gain the Energy Release racial power. When choosing the type of damage for your character's power, you are also choosing which type of energy, positive (radiant damage) or negative (necrotic damage), is dominant in your character. This may affect your character's personality and behavior as described in the Playing a Dibirr section.


Energy Release Dibirr Racial Power
Surrounded by opponents, you release a desperate burst of the energy that permeates your body.
Encounter Star.gif Radiant or Necrotic
Standard Action Close Burst 1
Target: all targets within burst
Attack: Wisdom + 2 Vs. Reflex
Hit: 1d6 + Wisdom modifier of chosen damage type
11th Level: Wisdom + 4; 2d6 + Wisdom modifier damage

21st Level: Wisdom + 6; 3d6 + Wisdom modifier damage

Special: Choose either Radiant or Necrotic damage when you create your character. This choice remains throughout your character's life and does not change any of the power's other effects.


Long ago, the Positive energy, which creates, and the Negative energy, which destroys, touched briefly and caused a reaction that made a plane within the Elemental Chaos that was governed by the swirling currents of massive amounts of the two conflicting energies. The plane gave birth to a race called the Dibirrs, whose bodies were built to contain an unstable mix of positive and negative energy, and to reflect the energy's conflict by remaining young for years and then suddenly becoming old for an equal amount of time. The Dibirrs were given a third eye with which to see currents of positive and negative energy so that they could understand, follow, and predict the flow of energy. The Dibirrs's plane eventually exploded and released its energy back into the cosmos, but not before some Dibirrs had made their way to the Material Plane, where they now live solitary, carefree lives and continue to observe the flow of energy, often acting as seers for other inhabitants of the Material Plane.

Play a Dibirr if you want...

  • To look like a young child or a wizened elder.
  • To be emotionally driven by the whims of the chaotic energy within you.
  • To have a third eye that gives you extra senses.
  • To be a member of a race that favors the Sorcerer, Cleric and Ranger classes.

Physical Qualities[edit]

Dibirrs have the physiology of Humans, except for the third eye in the middle of their forehead. They also have the same range of skin tones as Humans. Dibirrs have hair that is different shades of white, gray, blue, or green and that can be straight, curly or anything in between. They generally do not bind their hair into tight styles, preferring to let it be blown and shaped by the wind. Their third eye has no pupil, and can be any color, although most often it is the complimentary color of their hair. Their two normal eyes are usually a slightly cloudier version of their third eye's color. The other important thing that sets Dibirrs apart from Humans with regard to looks is a result of the Dibirrs's lifecycle:

All Dibirrs live exactly 200 years. During the first 13 years of their life, Dibirrs grow at the same pace as Humans, but when they reach their 14th year, they stop growing completely and retain the appearance of an adolescent until they reach 100 years of age. A Dibirr in this stage of life is known as a Youthful Dibirr. From their 100th to their 114th year, the positive and negative energy within them undergoes a massive shift, causing them to age rapidly. It is possible to find a Dibirr between 100 and 114 years of age that resembles an adult Human, but by their 14th year, Dibirrs will have aged so that they look like old men and women, though they maintain their strength and health until the final few decades of their life. A Dibirr in this stage of life is known as an Elder Dibirr. When Dibirrs die, their bodies becomes unstable and bursts into pure energy that is scattered throughout the multiverse.

When Dibirrs are at rest or not engaged in any particular activity, they appear calm and at ease. They also appear rather daydreamy or absentminded, as they gracefully move their head and eyes to take in their surroundings, or lean to take a closer look at random objects, but seem to be focusing on something unseen. Their dreamy appearance is also enhanced by the fact that many Dibirrs prefer to keep their normal eyes closed, believing that only their third eye gives them true sight since it can see the flow of energy as well as normal objects and colors. Dibirrs usually open their normal eyes when engaged in conversation, because they sense that their third eye can be disconcerting to other creatures.

Playing a Dibirr[edit]

Dibirrs are carefree and good-natured, even when governed predominately by negative energy. They speak softly, and retain a calm appearance in all but the most stressful situations. Dibirrs believe that the flow of positive and negative energy in the multiverse and within themselves is conscious and has a will of its own that randomly fluctuates because of the interactions of negative and positive energy. Rather than trying to balance or control the energy, Dibirrs prefer to follow and be driven by the whims of the energy's currents within them, which affect their emotions and desires. Those who try to resist the flow of energy are considered outcasts by most Dibirrs.

Since they are dictated by the whims of chaotic energies, Dibirrs's behavior may seem erratic, and they often let their mind wander away from the situation at hand, but when they act, they do so gracefully and deliberately as they move along energy currents that only they can see. Dibirrs also harbor an insatiable, but distractible, curiosity. They will examine a room, object or person intently for a while, but if something more interesting catches their eye, they will abandon the old object for the new one. Despite their erratic behavior, Dibirrs are extremely reliable as friends, and can be counted on to see a promise through to the end, since friendship and vows create strong energy currents that they are heavily inclined to follow. This also means that Dibirrs who choose to pledge allegiance to a god will follow that god's commands faithfully for the rest of their life.

Dibirrs enjoy the company of other creatures, but feel more comfortable in the wilderness than in cities, so they generally live alone in wild areas near small villages and settlements of other sentient races. Dibirrs in this situation often act as seers for the villagers, since they can use the flow of energy to predict natural disasters and even discern the nature of an individual's heart. The knowledge Dibirrs gain from understanding the interaction of two conflicting energies also makes them good arbitrators for disputes. There are few Dibirrs left, and they prefer to live away from others of their own race, but by following energy currents, they can usually find fellow Dibirrs and will settle in small family units.

Rarely have there been Dibirrs with an equal amount of positive and negative energy within them. For some, the difference is not large enough for any noticeable affects on a Dibirr's behavior, but many Dibirrs's personalities are affected by their dominant energy:

Positive energy dominance: Dibirrs with more positive energy are more likely to stay and aide allies in dangerous situations, or sacrifice themselves for their friends and masters. They seem more cheerful and outgoing, and generally favor loose, flowing clothes with light, natural colors. Positive energy does not necessarily correspond to a good alignment.

Negative energy dominance: Dibirrs with more negative energy are more likely to lash out violently against their enemies and other people they dislike, and to value their own safety over that of others. They may seem quiet and even gloomy, and act shy when interacting with others, but in general they retain their charm and good-nature. They generally prefer clothes that are form fitting, and even a little revealing, with darker or muted colors. Negative energy does not necessarily correspond to an evil alignment.

Male Names: Theolbold, Fenrir, Grayson, Mack

Female Names: Olivia, Charity, Stella, Trixie

Dibirr Adventurers[edit]

Described below are three examples of dibirr adventurers.

Felyn is a dibirr sorcerer bent on discovering the origins of her chaotic behaviors, which costed her a valued position in her magic academy. Blaming her bloodline, she found out about her strange elemental origin and undertakes a long quest to discover her roots. She fights her chaotic side daily to keep upon her quest, and she has trusty companions at her side who remind her of her purpose.

Asa is a dibirr cleric who wants to spread positive energy in the world. Born having been exposed to negative vibes most of his childhood, Asa seeks to rectify the wrongs in the world, as he realized even non-dibirrs can be affected negatively by bad energies. Having the typical good-natured personality of a do-gooder, Asa seeks to rid people of their pain and suffering by offering them happiness and contentment through his healing. As a cleric, he is loosely bound to the church of Mystra.

Chet is a dibirr ranger that ran away from his village because he did not want to become a seer. He ended up joining some rowdy mercenaries and training under their tutelage. He was content carousing with them through bounties and enjoying a free life. But when news of the destruction of his village arose, he became wracked with guilt. A million questions raced through his head until the "who" came to the forefront. Along with his mercenary buddies, Chet is out to find the killers of his people.


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