Fallen Human, Variant (5e Race)

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Fallen Human[edit]

Physical Description[edit]

Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.

History[edit]

Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where Monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept Monsterkind sealed underground, was destroyed and a small fallen human helped Monsterkind incorporate themselves into human society.

Society[edit]

Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.

Fallen Human Names[edit]

Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender-neutral, or unisex.

Fallen Human Names: Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy

Fallen Human Traits[edit]

Human, Undertale Edition.
Ability Score Increase. Your Dexterity and Wisdom scores increase by 1.
Age. Fallen humans reach adulthood in their late teens and live less than a century, most of them are children.
Alignment. Fallen humans tend toward no particular alignment. The best and the worst are found among them.
Size. Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Act. A fallen human can use their soul to read the intentions of other sentient beings. You are proficient in the Insight skill.
Languages. You can speak, read, and write Common and one extra language of your choice.
Subrace. The souls of fallen humans have one (or more if you get the feat of 7 positive traits: determination, patience, bravery, integrity, perseverance, kindness, and justice. or one out of 7 negative traits: Fear, Deceit, Injustice, Cruelty, Recklessness, Indifference, Animosity. (the feat includes this special subrace as well)

Soul Type[edit]

Determination (Red Soul)[edit]

"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what."
Ability Score Increase. Your Constitution score increases by 1.
Unbreakable Will. No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death-saving throw you can add your proficiency bonus to the roll.
Reset. Whenever you roll a natural 1, you may reroll but must use the result of the new roll, regardless of the outcome. You may do this as many times as equal to your proficiency bonus per long rest.
Red Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Determination's weapon is a knife that deals 1d6 piercing or slashing damage. It uses the stats of a dagger and has the finesse property. For every 5 creatures reduced to 0 health and killed with the knife slowly changes the color of the knife to red, and adds an extra point of damage to the damage roll, to a maximum of 10 points gained via this method, where it is glowing red and seems demonic.

Patience (Light Blue / Cyan Soul)[edit]

"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."
Ability Score Increase. Your Wisdom score increases by 1.
Cumulative Wisdom. The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have advantage on Wisdom saving throws against magic.
I'm All Ears. Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have advantage on Perception and Investigation Checks.
Cyan Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Patience's weapon is the Fake Knife. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non-magically cast expeditious retreat as many times as equal to your proficiency bonus per long rest.

Bravery (Orange Soul)[edit]

"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."
Ability Score Increase. Your Strength score increases by 1.
Courage. No matter how terrifying a foe may be, you never falter. You have advantage on saving throws against being frightened.
Go for Broke. You believe whoever strikes first will win, so you intend to do just that. During your first turn in combat, you have advantage on your first attack roll.
Orange Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Bravery's weapon is training gloves. It deals 2d4 bludgeoning damage and has the finesse property. The target must make a dexterity saving throw vs 8 + your proficiency bonus + the ability score modifier you used for this attack, or be knocked prone.

Integrity (Blue Soul)[edit]

"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."
Ability Score Increase. Your Wisdom score increases by 1.
Moral Strength. Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have advantage on saving throws against being charmed.
Mental Fortitude. By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.
Blue Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Integrity's weapon is ballet shoes. It does a 2d4 bludgeoning damage and has the finesse property. If the weapon is used for an attack of opportunity, you gain advantage on the attack roll and deal an extra 1d4 on a hit.

Perseverance (Purple Soul)[edit]

"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."
Ability Score Increase. Your Constitution score increases by 1.
Second Wind. Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. 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.
Stand Tall. You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what because you don't let anyone push you around. Whenever you are attacked during Combat you can force the assailant to reroll their attack and use the second roll. You may do this as many times as equal to your proficiency bonus per long rest.
Purple Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Perseverance's weapon is the Notebook. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non-magically cast Invisibility as many times as equal to your proficiency bonus per long rest.

Kindness (Green Soul)[edit]

"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger."
Ability Score Increase. Your Charisma score increases by 1.
Selfless Nature. When a creature attacks your ally within 10 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically, however, you take half as much damage from this attack. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.
Others Come First. You have a natural instinct to put other people first, sticking your neck out for others at every turn. Whenever using any healing effect on a friendly creature, you may add an amount of hit points equal to your proficiency bonus; Add that many hit points to the effect's overall recovery. You may do this as many times as equal to your proficiency bonus per long rest.
Green Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Kindness's weapon is a Frying Pan. It deals 1d6 bludgeoning damage and has the finesse property. You may use a bonus action to heal yourself or an ally 1d10 hit points a number of times equal to your proficiency bonus. When equipped, the frying pan adds a bonus +1 to your AC.

Justice (Yellow Soul)[edit]

"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action."
Ability Score Increase. Your Strength score increases by 1.
Vengeance. You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself advantage on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.
People Reader. You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.
Yellow Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Justice's weapon is a revolver. It deals 1d8 piercing damage and has the finesse property. The revolver never has to be reloaded, it has a short range of 40 feet and a long range of 120 feet.

Fear (Pink Soul)[edit]

"Fear is the complete opposite of bravery, but much more stronger. As a vessel of the fear soul, you are a frightening force to go against."
Ability Score Increase. One ability score of your choice increases by 1.
Rhabdaphobia. When you or an ally are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your Charisma modifier) Charisma save. On a failure, they can’t cast spells until the start of their next turn. This is rather taxing, however, and after doing this, you lose access to your soul weapon for one minute. You can do this once, and regain the use after a long rest.
Fear Sensor. You are proficient in the Insight skill.
Pink Soul's Weapon. You have the power to weaponize your soul according to your soul trait. Fears weapon is a sword that deals 1d6 slashing damage and has the finesse property. this weapon has 20/40 range, If you attack a creature and at maximum distance from your weapon you have up to 3 enemies, you can choose to give them 1d4 of them (you choose which and how many within the limit) as if they were hit too

Injustice (Dark Yellow Soul)[edit]

"Injustice is the opposite of justice. The World belongs to the Smart"
Ability Score Increase. Your Strength score increases by 1.
Marauder. You gain the ability to teleport 25 feet away to a place you are viewing or that has been within that distance but you can only use this skill every 12 seconds (2 turns to reuse).
Tricky. As a bonus action you can take the dodge action, You may do this as many times as equal to your proficiency bonus per short or long rest.
Dark Yellow soul's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Yellow's weapon is a deck of sharpened cards that deals 1d4 slashing or piercing damage and has finesse property. When you take the attack action using your soul weapon you can attack with 2 cards, roll a die for each card thrown, your cards have a maximum distance of 60fts and you choose the damage type.

Cruelty (Dark Green Soul)[edit]

"Cruelty is the opposite of kindness. The pleasure to see someone suffer"
Ability Score Increase. Your Constitution score increases by 1.
Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Violence tracker. You can smell the pain and follow it, if any pain is afflicted within a radius of 120 feet, for you it's like a sweet smell.
Dark Green soul's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Green's weapon is a Morning-star that deals 1d10 piercing and has finesse property. Your weapon is bloodthirsty, if you attack a creature that has recently taken damage with it, it takes +1d6 necrotic damage.

Recklessness (Dark Cyan Soul)[edit]

"Recklessness is the opposite of patience. Waiting is a chore, the faster the better"
Ability Score Increase. Your Wisdom score increases by 1.
Short tempered. You have proficiency in intimidation, and as a bonus action you can try to intimidate a target from 10 feet away, the target must pass a Wisdom check with DC = 10 + wisdom mod + bonus proficiency.
Hasty. Within your turn you can choose to take an extra bonus action, You may do this as many times as equal to your proficiency bonus per long rest.
Dark Cyan soul's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Cyan's weapon is a Spiked shield that deals 1d8 piercing damage and has finesse property. You can make your shield cover an area of 5 feet, if you do so any creature that tries to make a physical attack against individuals inside the shield, the damage will be absorbed by the shield and 30% rounded down damage taken is reflected, the shield breaks when suffering: User half health + 3d10, if shield breaks, your weapon will be useless and can only be used again after a long rest

Deceit (Dark Blue Soul)[edit]

"Deceit the opposite of integrity. Their only ally are themself, cheating and taking advantage of others is their lifestyle"
Ability Score Increase. Your Charisma score increases by 1.
Fake promise. Lying and cheating are almost your hobbies, you are proficient in any test that involves cheating or lying.
Surprise. "Ops, I tried to hug you but I accidentally stabbed you back", You can use your stealth proficiency to attack instead of Strength or Dexterity.
Dark Blue soul's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Blue's weapon is a Dagger that deals 2d4 slashing or piercing and has finesse property. If you are going to attack using your soul weapon, you cause illusions to the target, and you have advantage in attack rolls to the target until the end of your turn, You may do this as many times as equal to your proficiency bonus per long rest.

Indifference (Dark Purple Soul)[edit]

"Indifference is the opposite of perseverance. Superiority incarnate, the best of the best"
Ability Score Increase. Your Intelligence score increases by 1.
Independent. You're sick of waiting for help, you can add 1d4 for your rolls. You may do this as many times as equal to your proficiency bonus per short or long rest.
I'm Surrounded by idiots. You hate acting in concert with others, whenever you make a saving throw, attack roll, or skill check, you can add your proficiency bonus regardless if you have already added it before.
Dark Purple soul's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Purple's weapon is a Spear that deals 1d8 piercing damage and has finesse property. You can throw your spear up to 60fts, you can make it come back non-magically as a bonus action, it comes back in a straight line to you and can hit your target, if you hit someone on the back besides taking the same damage again, take extra 1d6 force damage.

Animosity (Dark Red Soul)[edit]

"Animosity is one of the types of determination, the determination to face an enemy with the aid of controlled hatred."
Ability Score Increase. 1 ability score of your choice increases by one
Animosity. you can return to a fourth of your max health and cure broken limbs once per long or short rest
Misery. You gain advantage on Insight rolls.
Dark Red's Weapon. You have the power to weaponize your soul according to your soul trait. Dark Red's weapon is an Axe that deals 1d10 slashing damage and has the finesse property. When you attack you can use your bonus action to deal an extra 2d6 necrotic damage, half of the damage given is returned as temporary health.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8'' +2d10 110 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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