Anomaly (5e Race)
Anomalies[edit]
“ | But you were dead...! How... how do you still have the breath and life of the living?! | ” |
Physical Description[edit]
From Brightburn |
Anomalies are humanoid, almost identical to humans in appearance. However, they sport unnatural looking red eyes that can glow or dim with their emotions. In addition, their pallor is known to darken when they are enraged, such that their entire complexion may resemble darkness.
History[edit]
Anomalies are deviations from the normal way of life and death. It is unknown what is the exact cause but sometimes, a soul removed will return to its body without use of any magic. Wizarding and magic circles have theorized these souls have a strong bond that keeps them attracted to their body, making them different from undead, as anomalies contain an actual life essence undead lack. As such, anomalies must eat and drink like ordinary people. However, they return with eyes that burnish with the fires of the Hells. They are known to live until their bodies wear down in an accelerated rate as they age.
Necromancers have wanted to control these oddities for millennia. However, as mentioned, they are different from magically conjured or raised corpses, being something more akin to divinity. Many skirmishes popped up due to the efforts of the necromancers, resulting in severe distrust of undead magic among anomalies.
Society[edit]
Anomalies are loyal to each other, opting to seek comfort in groups. Together, they possess enough power to stay in touch with the magical world and survive in the Material Plane. They will form groupings amongst themselves upon discovery, usually living like a nomadic family with no set location. If possible, they do often live quietly within human towns. However, they may face a witch hunt if discovered. They often talk about things like experiences beyond death and odd subjects. They have a relationship that is platonic, but deeper than any normal friendship. They are nearly family in their bonds. They are often hunted by other undead, like wraiths, and, of course, necromancers. Holy entities or religious bodies have often shunned them.
Anomaly Names[edit]
Anomalies take names often from latin. Female names have the 'a' at the end.
Male: Arcturus, Claudio, Pero
Female: Hypatia, Rena, Dominia
Anomaly Traits[edit]
Soul returned to bodies
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Anomalies live to only about 50 years of age due to their accelerated aging causing them to mature at 8.
Alignment. They tend to be neutral to best survive and keep out of business that isn't theirs.
Size. Anomalies share roughly the same height and weight ranges as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Re-Living. You may not be undead but you have been touched with death's kiss. You are resistant to necrotic damage.
Menacing Glare. Using your red eyes, you can scare people. When you make a Charisma (Intimidation) check you can cause your eyes to glimmer with rage granting you advantage on the check. You can use this trait a number of times equal to your proficiency bonus, regaining all use after you finish a long rest.
Anomalous Ability. Anomalies have special connections to magic that grant them their race name, presumably generated from the unnatural connection between their soul and body. You gain one trait of your choice from the Anomaly Ability list below.
Languages. You can speak, read, and write Common and two other languages of your choice.
Anomaly Ability[edit]
The following traits are options for your Anomalous Ability trait.
- Dark Ether
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
- Nigh Undead Fortitude
You do not need to eat, drink, sleep, or breathe. Instead of sleeping, you enter a state of inactivity for 6 hours a day, during which you are aware of your surroundings.
- Empowered Strikes
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength score.
- Necropulse
As an action, you create a pulse of dark energy that blasts those unlucky to be around you. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take 1d6 necrotic damage. This trait's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Self-Gravity
When you fall from a height of less than 100 feet, you can use your reaction to slow your fall and land on your feet, taking no fall damage.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +4d6 | 120 lb. | × (2d4) lb. |
*Height = base height + height modifier |
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