Chaneque (5e Race)
Chaneque[edit]
One popular tale tells of a lost traveler in the forest who hears a familiar voice calling his name, leading him even further astray. Just when he starts to panic, he remembers the advice of a local elder to offer a gift to the Chaneques. He leaves a sweet fruit on the ground, apologizes for his intrusion, and soon finds his way back to the path.
Physical Description[edit]
Chaneque's physical appearance varies greatly depending on the birthplace. In the nature, they are like very big spites. In the civilization, they tend to look like very short humans with long, pointed ears. Regardless, Chaneque have a tail. The most shocking aspect of Chaneque is that their feet is upside down. Their bodies are forever child-like. Elder Chaneque have aged heads but youthful body. Modern Chaneque wear simple clothing while traditional Chaneque do not wear any clothes.
History[edit]
Chaneque do not record their history and Chaneque have no done anything remarkable for other races to record Chaneque's history. There is myths about Chaneque being descendance of water spites. Other myths claim that Chaneque are children of an unkown rain god.
Society[edit]
Chaneque translate to the meaning "those who inhabit dangerous places" or "owners of the house". Chaneque are often found in dangerous natural location across the world. Chaneque prevent people entering into their lands, both for the traveler's safety and protecting their land. Chaneque have strong ties to nature, similar to spites.
Chaneque can settle in civilized locations. They prefer to live with the other races. Chaneque are very protective of their home. They will go in great lengths to make sure no one robs or damage their home. Chaneque are known to extend their protection pass the walls of their home and encapsuling the entire town. As such, Chaneque are often take up protection based jobs in the city.
Chaneque Names[edit]
Chaneque names don't adhere to convention. In fact, it's not uncommon for some Chaneque to be named after animals, plants, objects, or feelings that represent and complement their personalities.
Male: Frost, Strombo, Snowflake, or Nightshade
Female: Sea, Oceana, Cricket, or Marina>
Chaneque Traits[edit]
Mexican Spites
Ability Score Increase. Your Dexterity score increases by 2.
Age. Chaneque age at similiar rates to humans.
Alignment. Chaneque tend to chaotic or lawful. Chaotic Chaneque love to create mischief and pranks. Lawful Chaneque love to punish the evil people and help the good people.
Size. Chaneque are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small
Speed. Your base walking speed is 25 feet.
Humanoid Fey. Your creature type is both humanoid and fey.
Protector of the Land. Choose a dangerous common but not climate based natural location like rapids, volcanoes, cliffs, quick sand, or sulfur pool. You cannot be harmed or negatively effected by this natural location.
Alternatively, you can choose home. If you do so, you can ritually cast Alarm spell, If you cast it this way, you can only place your alarm spell anywhere in your home, regardless on how far away you are currently at. You home must be stationary and not too large (entire castle would be too large)
Soul Snatch. You can frighten a soul out of a person's body. At 3rd level, you can cast Cause Fear spell. If the target harmed nature or preform adultery within the last 24 hours, they automatically fail this saving throw. If they fail the saving throw and if they become frightened of you, you can snatch part their soul with a bonus action on this turn. As long as you have part of the soul, the owner automatically fail any saving throws against disease.
You can willing let go the soul at any time. You can store these souls in containers like pots or skulls. While you can hold on to only one soul at a time, you can bypass this restriction by storing the souls into containers. The victim can get the soul back by killing you, destroy the container containing the soul, or to complete a lengthy but cheap ritual at a holy location.
A creature can prevent the soul snatch by wearing an amulet containing seeds or wearing/holding a holy symbol.
You can use this feature once per long rest. Intelligence, Wisdom, or Charisma is your spell casting modifier.
Hidden from Adults. You know how hide from the watchful peace keepers. At 5th level, you can cast invisible spell. When you cast this spell this way, you are not invisible to children, only adults. You can use this trait once per long rest.
Forgotten Journey. Your temporary party mates forget their travels with you. If you travel with a person between 3 and 7 days in wilderness, underdark, or one of the fiendish planes, they forget their entire journey with you. Creatures that wear their clothes inside out is immune to this effect.
Languages. You can speak, read, and write Common and Sylvan.
Nature Born[edit]
Nature Born are Chaneque with strong connection with the nature. They rarely are found in civilization. Nature Born are usually found near a dangerous location which they protect or near villages to punish anyone that harms nature. Lonely Chaneque are known to make friends with animals that habit near their homes.
Ability Score Increase. Your Wisdom score increases by 1.
Nature's Friend. Through sounds and gestures you can communicate simple ideas with Small and Tiny beasts.
Mislead and Confused. At 3rd level, you can preform a ritual that confuses anyone that dares to mess with you. During this 10 minute ritual you must be watching your target the entire time. This effect has no range limitations and as such you can use magic to keep an eye lock on your target. Once you complete your ritual, for the next 1d6 + 2 days, the target and anyone they travel with become magically lost. Only, if they are in wilderness and off the any path. This magical confusion will guide the target away from any dangerous parts of nature. This does not prevent them from wandering into a dangerous location where fearsome beast lives.
At anytime, you end this magical effect.
As long as the target is wearing their clothes inside out, they are not effected by this.
Best Friend. Choose a CR 0 beast. With the request of the GM, it can be a higher CR. You can cast Beast Bond on that chosen creature at will.
Karmactic[edit]
Karmactic are powerful punishers and rewarders. They use beast to help the good people and harm the sinners. They have a strong sense of justice. They use the powerful beast to deal with foes and protect their allies.
Ability Score Increase. Your Strength score increases by 1.
Come Forth Lupu'ti Burrito. As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A black and white burrito (donkey) with the stat block of a Draft Horse. Unlike a normal burrito, their attack deals cold damage and have advantage to all attack against creatures with armor or wearing clothes that grants increase to AC. Lupu'ti Burrito cannot harm good aligned creatures. Lupu'ti Burrito also only can harm males.
You can use this trait once per long rest.
Come Forth Shúnu'ti Kitten. As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A tiny sized kitten with the Cat stat block. Shúnu'ti kitten has advantage to all charisma based skills against females. As a bonus action, Shúnu'ti kitten transform into a Shúnu'ti Tiger with Panther stat block. Shúnu'ti kitten and Tiger cannot harm good aligned creatures. They can only harm females.
You can use this trait once per long rest.
Warden[edit]
Warden Chaneque are the reason why Chaneque is famous with dealing with the spirits. Warden guide the lost children spirits to the after life. It is known for Warden to kidnap lost travelers and take them to the afterlife. These lost travelers come back to the material plane a few days latter with no memory of their journey.
Ability Score Increase. Your Charisma score increases by 1.
Guide of Children. You can see spirits of children up to 60 ft away as if you have ethereal sight. You can talk with these spirits. The spirits can talk back to you in incomprehensible language. Other than speak with the dead spell, it is impossible to understand them. Additionally, you have advantage to all charisma checks to talking with children spirits.
Journey to the Afterlife. You and any number of people can enter into a dry trunk of the ceiba tree. You and any creature with you are transported to random afterlife plane. This trait does not give you the ability to return to the material plane. If anyone (except you) returns to the material plan between 3-7 days, they forget their entire journey in the afterlife.
Beast Shifter[edit]
A beast shifter is a Chaneque with close ties to animals. Beast shifter Chaneque have body parts of other animals including iguanas, deer, macaws, or coati. Chaneque have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away.
Ability Score Increase. Your Intelligence score increases by 1.
Familiar Shape. You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.
Fearsome Creature. While you are polymorphed, you have advantage on stealth and intimidation checks. Additionally, the minimal ability score for intelligence, wisdom, and charisma while polymorphed is 8.
Traveler[edit]
Traveler often explore the nature. They are known to bless to those that help them and curse to those that harm them. Unlike Karmactic, Traveler prefer to do pranks to those that do evil and guide to those that do good. Traveler prefer a more gentler and subtle way to deal with people.
Ability Score Increase. Your Wisdom score increases by 1.
Forest Native. You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means.
Ask for Help. As an action, you ask for help to a person that can hear and understand you. One of the following events happen.
If the creature helps you without making them pay a heavy cost (like harming themselves or putting in too much work), you may choose to bless them for one hour. While creature is blessed, the following effects are applied:
- The blessed creature feel like they have the youth and energy of a child.
- Whenever the blessed creature makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
- You are charmed by the blessed creature.
If the creature refuses to give you help of any kind and they are not hostile to you, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get cursed for one hour. While creature under the effects of cursed, the following effects are applied:
- The cursed creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.
- Whenever a cursed creature makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
- You cannot harmed the cursed creature. You may continue to do bad things or forcing them to make saving throws against non-damaging abilities or spells on them.
Once you use either features, you cannot use it again until you complete a short or long rest.
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