Cenid (5e Race)
<Cenid>[edit]
A torpid life to forget your sins.
STILL IN PROGRESS
Physical Description[edit]
History[edit]
Society[edit]
<Cenid> Names[edit]
Male:
Female:
<Race Name> Traits[edit]
A jellyfish-like creature from the Elemental Planes of Air and Water and surrounding planes.
Ability Score Increase. Your Strength or Constitution score decreases by 2 and your Intelligence or Wisdom score decreases by 2. Your Dexterity score increases by 2.
Age. Your kind's potential life expectancy is not known, but after 800 years their righteous punishment finds them.
Alignment. Your kind refuse to believe some obviously factual aspect of the world is real, and therefore go to extreme lengths to ignore these facts. Your kind tend toward extreme alignments.
Size. You are either small (2 ft. - 4 ft.) or Medium (4 ft. 8 ft.).
Speed. Your base walking speed is 5 feet.
Creature Type. You are an Elemental.
Eyeless Sight. Your kind "see" with a combination of simple senses, such as primeval senses of light, heat, and vibrations. You have Blindsight with a range of 60 feet. You can't discern color using this sight, and you can only read indented or raised writing by touching it. You can only read normally written text if you are able to hold the pages up to a light. You may still attempt to perceive things beyond this range using your hearing or other senses but you cannot see beyond 60 feet even if you would otherwise gain vision from another trait, spell, or ability. Because you don't have any actual eyes, you have immunity to the blinded condition. You have Advantage on Perception checks within your 60 feet of "sight".
Gelatinous Form. Your kind's bodies are made for travel in the Elemental Planes of Air and Water and is insulated and tempered to survive space and you suffer no ill-effects when subjected to the vacuum of space or the pressures of the deep sea. You also have resistance against Bludgeoning, and Poison damage, and vulnerability to Slashing damage.
Poison Body. Your kind's bodies are almost entirely composed of venomous tentacles. You can move through a space as narrow as 1 inch wide without squeezing.
Whenever a creature comes into touch with your skin, it takes an amount of poison damage equal to your proficiency bonus. Your reach is 5 feet greater than normal. Creatures hit by your tentacles must make a Constitution saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save they become poisoned until the start of your next turn. On a successful save creatures become immune to the poison condition from your tentacles for the next 24 hours.
Additionally, creatures you are trying to grapple, or get out of your grapple have Disadvantage on that check.
Most of your tentacles extend to the just above the ground below you, up until you reach a height of 15 feet. After that they follow your movement, or the movement of winds. or currents. When you are below 15 feet, your tentacles automatically retract into your bell until the tips reach just above the ground again. When you fall unconscious or die, the tentacles extend out, creating difficult terrain in 15 feet cone.
Luminous. Your kind's filaments can shimmer and sparkle distractingly. You can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against attacks targeting you until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus.
Strange Being. You are a foreign being to almost everybody and so are others to you. You have Disadvantage on Insight, Medicine, and Persuasion checks on creatures not related to the Elemental Planes or Far Realm. Other creatures have Disadvantage on Insight, Medicine, and Persuasion checks on you, unless they are very familiar with the Elemental Planes or Far Realm.
Thoughweft. Cenids can learn verbal speech with some training, but usually only communicate by touching a creature with one of their non-venomous tentacles. You automatically transmit any surface thoughts and emotional states with other members of you race. You can attempt to conceal your surface thought and emotional states but other member of your race can easily tell that you are doing so. You can furthermore communicate even complex concepts, plans or images with a creature you touch, within seconds. You don't need to share a language to communicate with a creature in this way.
Languages. You can read and write Deep Speech and Primordial
<Air Cenid>[edit]
Intertidal Float. You can drift and propel yourself gracefully underwater, and through magically means you can propel yourself magically above the waves. You have a swim speed of 20 feet, a flying speed of 30 feet, and can breathe in both water and air. Your magical flight relies on proximity to the ground and you cannot use this magical flying speed to move further than 15 feet above ground or another similar surface, or when you wear medium or heavy armor. If you drop from a height greater than 15 feet, you fall and take falling damage as normal.
<Water Cenid>[edit]
Intertidal Float. You can drift and propel yourself gracefully underwater, and through magically means you can propel yourself magically above the waves. You have a swim speed of 25 feet, a flying speed of 25 feet, and can breathe in both water and air. Your magical flight relies on proximity to the ground and you cannot use this magical flying speed to move further than 15 feet above ground or another similar surface, or when you wear medium or heavy armor. If you drop from a height greater than 15 feet, you fall and take falling damage as normal.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
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′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
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.
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