Core Phantom (5e Race)
From D&D Wiki
Core Phantom[edit]
Physical Description[edit]
Usually Core Phantoms have wispy hair and black sclera, accompanied by claws and fangs. They can change their legs into one ghost tail and fly for short periods of time. Their skin and hair can be any color but usually are complementary colors to each other, or the same color just different hues.
Core Phantoms are the physical manifestation of a person’s soul OR a motivation/drive made physical. At their centers are things called Cores- the source of their lives and power that must be fueled via their Drive. A Core Phantom can survive a lot as long as their Core is intact and healthy.
History[edit]
A Drive is what made the Core Phantom develop, and must be fed instead of the Core Phantom consuming food or drink. A Drive is up the the player to decide, and can be fed in very simple ways (i.e, a Knowledge drive being fed by researching something at the library, a Power drive being fed by sparring.)
Society[edit]
Core Phantoms are a relatively lawless species, preferring to live solitarily in territories called Haunts. Many Core Phantoms will actually have fights with other Core Phantoms upon meeting as a greeting of sorts, in order to test abilities.
Despite the lack of governing, the Core Phantoms all speak of a secretive and mysterious Ghost King, whose Call they would all heed when it comes. Not out of love, but of instinctual nature.
Core Phantoms usually mate for life, and are fiercely protective of who they call mates, to the point that if their chosen partner should die, they themselves will let their drives burn out.
Core Phantom Names[edit]
Male: Pariah, Skulker, Plasmius, Clockwork
Female: Desiree, Spectra, Ember
Core Phantom Traits[edit]
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Core Phantoms may live hundreds of years.
Alignment. Core Phantoms tend to stick to the Chaotic Alignment due to their more instinctual nature.
Size. Core Phantoms can be as tall as 9 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Creatures of the Night. You have vulnerability to radiant damage, but resistance to necrotic damage.
Deathless Nature. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
Bodiless. You don't need to eat, drink, or breathe.
Core Recharge. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Phase. Core Phantoms may turn their bodies intangible and phase through solid items.(If you end your turn inside a solid object/person, take 1d4 bludgeoning damage). You are stillvisible during Phase. As a bonus action, you may gain a flying speed (floating) of 20 feet for up to one minute. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose between Bestial, and Spiritual.
Bestial[edit]
Claws. Your Claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Spiritual[edit]
Spirit Energy. By nature, you know the eldritch blast cantrip. This does not count against cantrips knows. When you reach 3rd level, you can cast the invisibility spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races