Eldricos (5e Race)
History[edit]
eldricos are humanoids similar to humans but with much more perfected or corporeal features depending on where their heritage comes from, as it can vary between humanoids that stand out for the presence of bright halos suspended above their heads and resplendent wings that vary in shape and size on their backs. o On the other hand, there are other specimens that present a diversity of physical features, from majestic horns on the top of their heads to pointed ears and distinctive tails. Although some may lack certain physical features to hide their identity, horns are common features. Horn removal, although practiced to maintain anonymity, is seen as an act of humiliation by some.
stained to survive[edit]
The society of the eldricos, made up of the subraces of the sinners and the profane, is an amalgam marked by the vestiges of an ancient and devastating war that tore the very fabric of their existence. The conflict pitted two sides, the sinners and the profane, and although the conflict has remained in the shadows of time, its consequences persist in the tensions and prejudices rooted in both subraces.
Discrimination in Eldricos society, divided between the subraces of the sinners and the profane, is exacerbated by the shadows of religious beliefs that have persisted over the millennia. The majority religions, instead of serving as sources of unity, have contributed to the perpetuation of prejudices and stigmatization.
Both subraces carry the weight of the stigma inherited from their participation in the ancient celestial war. Sinners, due to their alliance with a fallen angel, are considered renegades by religious doctrines, while the profane, marked by demonic corruption, are seen as carriers of impurity. These religious prejudices have been transmitted from generation to generation, perpetuating discrimination.
The majority religions, instead of seeking reconciliation, have contributed to polarization. Religious narratives have focused attention on the culpability of both subraces, exacerbating divisions rather than fostering understanding and tolerance. Discrimination has taken root in religious institutions, affecting society's attitudes toward sinners and the fallen.
Eldricos Traits[edit]
A stained race divided into the subraces of the sinners and the unholy, they carry at their core the duality of luminous wings and halos, recalling an ancient war between those who were blessed by fallen angels and those corrupted by demonic powers.
Ability Score Increase. Your Charisma score increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Age. They reach maturity in a time similar to that of humans, but thanks to their heritage they can live up to more than 700 years.
Alignment. Eldrics are not a race that polarizes between good or evil, but nevertheless the vast majority have lawful or chaotic alignments.
Size. They are as tall as humans, but laymen tend to be taller than normal humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
improved vision. you have 60 feet of 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.. You can see through magical and normal darkness.
Heretical Heritage. The legacy of your ancestors gave you special abilities. Choose two types of damage: necrotic, radiant, fire, psychic, cold or poison. you have resistance to the two types of damage you choose
Gift of Impulcrity. Your ancestors faced and survived countless horrors, giving you more abilities to endure them. choose 2 from: frightered, bewitched, blinded, deafened, poisoned or incapacitated. you become immune to both chosen status effects
Ancestral Knowledge. You gain two skill proficiencies of your choice your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. choose your subrace between the subrace of the sinners and the profane
The Sinners[edit]
The Sinners, once humans who allied themselves with a fallen angel in their rebellion against the gods, are remembered for having gained some of his divine power. This gave them keen intelligence and innate mastery with ranged weapons. The Sinners society, despite their gifts, carries the stigma of having allied themselves with a fallen figure, and many view them with suspicion, fueling discrimination that persists to this day.
Ability Score Increase. Your Wisdom score increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Angelic Heritage. You have a pair of white feathered wings that grant you a flying speed of 30 feet. These wings are extensions of your celestial soul and as such can be made incorporeal, and as such can be made invisible to most senses at will. While your wings are a sight to behold they are not as magnificent or as grand as other more established celestials. You also have a halo of a bright golden or dark color. This halo is physical, which makes it impossible for you to wear hats or high helmets like top hats.
Knowledge of War. One of the consequences of the great forgotten war is the natural mastery that all Sinners carry is the mastery of ranged weapons. You gain proficiency with all ranged weapons and firearms. If your class has a proficiency with ranged weapons or firearms, you double your attack bonus with these types of weapons. This also has its disadvantages, as you gain a penalty on attacks with melee weapons equal to your proficiency bonus.
Natural Shooter. You have a surprising ability to handle ranged weapons. Attacking creatures within 5 feet of you with ranged weapons imposes no disadvantage, and attacking enemies at long range also imposes no disadvantage.
Supernatural Sight. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Effects such as smoke screens, intense snow storms, or low light also do not cause you to have a disadvantage on attack rolls with ranged weapons, nor is your vision affected by these.
Angelic Agility. By pure nature, your type prefers to avoid damage rather than resist it, and for that your senses and speed are superior to usual. When you are the target of a melee attack, a ranged attack, an area attack, a spell effect, or similar, you can use your reaction to move away from this attack or effect, potentially causing it to miss.
The Profane[edit]
The Profane, ancient humans corrupted by demonic powers, bore the mark of corruption on their bodies and souls. Gifted with corpulence, majestic horns and innate aggression, their society is shaped by the consequences of the demonization of their lineage. Although the qualities that define them are normal to them, the discrimination they face is a burden they have carried over millennia, leaving scars on their history and interpersonal relationships.
Ability Score Increase. Your Strength or Constitution score increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Inherited Aggression. The blood of fearsome demons that devastated the world runs in your veins, and you are stained with their violence. Your critical chance is reduced by 1 and if you land a critical hit, you roll an additional die from the weapon or spell you used.
Martial Mastery. One of the consequences of the great forgotten war is the natural mastery that all laymen carry: the mastery of melee weapons. You gain proficiency with all melee weapons. If your class has melee weapon proficiency, you double your attack match with this type of weapon. This also has its downsides, as you gain a penalty on attacks with ranged weapons and firearms equal to your proficiency compliance.
Demonic Body. Your movement speed increases by 10 feet and difficult terrain has no effect on you.
Infernal Resistance. Your evil inheritance drives you not to give in to anything. When you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. On your next turn, you can take one additional action or bonus action. You must finish a long rest before using this trait again.
Bloodlust. Your entire being is designed not to let your enemies escape. Whenever a hostile creature moves to, or is moved into, an unoccupied space within range of your walking speed, you can use your reaction to move up to your walking speed in their direction. You must end this move closer to the enemy than you started.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 0'' | +1d8 | 180 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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