Abvar (5e Race)
From D&D Wiki
Abvar are beautiful. Almost too beautiful, causing them to lie within the uncanny valley, forever offputting to those observing. Their 'skin' is a pale white color, their joints resembling those of a marionette, slightly seperated by tethers of arcanum. It is assumed that the magic is what enables them to move in the first place. Hair varies vastly between each Abvar, although typically it is a single, solid color, contributing to their uncannily inhuman looks. An Abvar's eyes, however, are incredibly lively. It is thought that althou Abvar have fake bodies, they have real souls, and thus express themselves fully through their eyes. Others would say it is because of the magic flowing to the eyes in order to see. Within the center of every Abvar's chest is a crystal, gem, or pearl. This is the Abvar's core, their true body. Although what you see is but a shell, the core is their true self. Every core has a different combination of shape and color. To date, no Abvar has been found with a core identical to another. Abvar have similar gender differences as normal humans, except female stones are higher up, above the breasts. The Abvar's voice is smooth and flowing; some might call it beautiful. However, if you observe carefully, you will notice the sound sometimes does not match the lips, or is slightly ahead.
Although the Abvar appear to be popping up out of nowhere, some exhibit memory of a faraway place where existence is fluid, constantly changing. They may be dreams, or they may be truth. To date, nothing has been proven. However, much is known about the Abvar's history in the mortal world. When they first appeared, the Abvar were just another one of the many races, a face in the crowd. Yet, they seem to pop up and disappear during key times in history, never more than one or two at a time. It soon became that Abvar were the ill omen, a sign that the future was in danger. Due to this, many superstitions were formed about the Abvar. It is said that if you please them, you will be blessed enough to survive the danger. Kingdoms soon came to treat the Abvar like honored guests for their stay. But the Abvar have been gone for so long people have considered them a myth, an urban legend told by the delerious minds of old. How will the world react should one appear now?
Little is known about Abvar society. According to what some have said, they follow the words of Abacus, their creator, the first of their race, and their god. It is also known that Abvar have all made an oath before arriving in the world, one they would never break, and would sacrifice all, including themselves, for.
Abvar names tend to be vaguely human, yet always slightly wrong in strange ways. Yet for their surnames, the Abvar seem to always take the name of some mythological figure or god.
Male: Emil, Jakob, Izak, Wibium
Female: Emmar, Samana, Jeseeka, Ereanoll
Surname: Apollo, Aergia, Fenrir, Odin
Ability Score Increase. Your Wisdom score and another of your choosing increases by 1.
Age. Unknown, none have stayed long enough to die of age.
Alignment. Abvar tend to be neutral, picking neither side, but pursuing their own goals instead.
Size. Abvar range from a little more than 5 feet to just over 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see effectively up to 60ft in the dark.
Soul Gem Core. Your body may be ripped, crushed, and sundered, but should your core stay intact, it can always be repaired. Your creature type is both construct and humanoid. You are immune to diseases and being poisoned. You do not need and cannot eat, drink, or breathe. Instead of sleeping, you must meditate for 4 hours a day to build up enough energy reserves for normal activities.
Inhuman Construction. Although your body appears human, it most certainly is not. Your joints can all rotate all the way around, as long as they stay a set distance from eachother. However, should you enter a place where the weave does not reach, you will be rendered incapacitated. Likewise, dispell magic will temporarily incapacitate you. Furthermore, healing spells have full effect, but consumables and typical medicine do not. You also do not naturally regenerate over long rests. Instead, take yourself to a metalworker for repairs, or cast mending.
Beyonder. As a being of the beyond, your being is contrary to the world's. The weave is left flabbergasted by your existence, and does not know quite how to react. Every time you cast a spell, roll a d20. If you roll below 20 - [Your spell casting modifier], your magic goes wild. Furthermore, and lesser known, beings of the beyond cannot break an oath. For Beyonders, Oaths are binding, and you made one before coming here to this planet. What is it?
Uncanny Valley. Your appearance is... off-putting. At first, people won't quite notice, but there will be a feeling of wrongness. Advantage on first attempt at persuasion on targets, but disadvantage should your more... questionable features be noticed.
Self Repair. Since you are unable to heal through medicine, you've taken up the mending cantrip. This does not count against your maximum spells.
Languages. You can speak, read, and write Common. Or at least they think you can...
Subrace. You can choose between abvar oaths, either truthseeker or savior.
Oath of the Truthseeker
Ability Score Increase. Wis +1
Truthful Soul. As one who has vowed to find the truth, you find yourself unable to lie. However, you can still mislead and deceive through half-truths. Disadvantage on deception.
Lie Detector. You've developed a sense for when others are lying. You gain proficiency in Insight.
Oath of the Savior
Random Height and Weight
|5′ 6″||+1d20||128 lb.||× (12) lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||Results are all that matter.|
|2||Cruelty is but a means to an end.|
|3||Even my life is secondary to my goals.|
|4||Pleasure is a distraction, an addiction which furthers me from my goals.|