Arcania (5e Race)
From D&D Wiki
Arcania[edit]
“ | It is always hungry, that which gives... but it will never stop giving. | ” |
Physical Description[edit]
Arcania are humanoid creatures whose heads are decorated with a smattering of horns from a melange of animals. These horns will often protrude through their hair. The eyes of an arcania are commonly differing colors because they have heterochromia. The color for these eyes can range from fantastic mixes of magenta to lime and turquoise. Their hair takes on dark colors at first but then turns lighter and neon toward the tips. Their skin is usually like that of tan or caramel, and their physique ranges from lanky to lithe. They have a lot of notable scars on their body which they are actually born with. There is usually one thing on an arcania's body that is considered vestigial and useless. Some have tails, for example, while others have wings that are too deformed to fly. Another special thing about arcania is that their teeth are shaped to fit together like a zipper.
History[edit]
It is said that everything living came from one big void of primordial soup. When it had given far too many forms, this void became truly empty. What remained were scraps that desired to be something. They were put together without any real care. Their souls were stitched together, creating a patchwork of body and mind. What could not come together at first fought violently until it mashed into one. This repeated for cycles and cycles of particle deaths until everything was used up, and the void was content and orderly. The arcania believe this esoteric fairy tale to be their origin. They were the ones formed from scraps at the bottom of the pot. And they survived. Their name comes from the erroneous thought that they were creatures of pure magic in ancient times.
Society[edit]
Arcania are rare creatures. It is said their one home settlement is somewhere in that of the tundra, where lichens grow year-round. This one village is the largest and only known concentration of arcania. All other members have scattered around the world, having left to find their own destinies. Arcania are notably struck with wanting and wanderlust often, and few will marry for life ever. They value scrappiness and tenacity over brute strength and cold calculation. Many arcania mingle with other species well, being curious about new things and open to many races.
Arcania Names[edit]
Names for arcania usually are in Common, since they have grown up closely by humans.
Male: Boros, Tet, Derek, Luke
Female: Rena, Frill, Lily, Mina
Arcania Traits[edit]
Fragmented beings out back together
Ability Score Increase. Your Charisma and Constitution scores each increase by 2.
Age. Arcania live for several hundred years, with many living almost 1000 years. The oldest recorded arcania died at the age of 1484.
Alignment. An arcania's alignment is chaotic, to say the least. They don't like rigid things like commitments.
Size. Arcania are around the size of humans, not counting their horns. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Stitched Soul. The different pieces that compose your being make you a wild card. When creating a character, roll a d10 for the Relic Fragment table below. You get the trait corresponding to the roll. These traits come from other races, making it as if their parts are in you.
Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Resistance Of Many. Composed of so many fragmented beings, you can draw upon their advantages to use as your own in a pinch. When you must make a saving throw or ability check, you can add a 1d4 to the roll. You may use this trait a number of times equal to your proficiency bonus, regaining use after you finish a long rest.
Languages. You can read, write, and speak in Common and one other language of your choice.
Relic Fragment[edit]
d10 | Soul Fragment |
---|---|
1 | 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. |
2 | You have advantage on saving throws against being poisoned, and you have resistance against poison damage |
3 | You have advantage on saving throws against being charmed, and magic can't put you to sleep. |
4 | You have a swimming speed of 30 feet, and you can breathe both air and water. |
5 | Your base walking speed increases to 35 feet. |
6 | You can attempt to Hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
7 | Your hardened fists are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, |
8 | You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. |
9 | You can use your action to exhale destructive energy in the form of a 15-foot cone. All creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. |
10 | You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it. |
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +1d12 | 145 lb. | × (1d6) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races