Haunted (5e Race)

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Haunted[edit]

a human with a fragment of the Power of a powerful creature infused within him. (Hi, I hope you like this race I made, it's one of my first, I also changed the Concept of this race)

Physical Description[edit]

Haunted look very much like normal humans, but they always have some details that show they are different, such as a glowing eye, a small horn, or another non-human part that exposes their true nature.

History[edit]

When a Dark Magic Ritual is used to place a fragment of a powerful being's power within a newborn human through a blood sacrifice, the human child becomes a Haunted. The secrets surrounding these rituals are often hidden, and sometimes Dark Nature cults seek out these secrets.

Society[edit]

When Haunted are created by evil Cults, the cults almost always create them to become new members for their own purposes. But often these babies have a better fate than that, whether it's being rescued by someone or for other reasons. But even with a better Fate, Haunted must hide their powers so as not to attract the attention of people who might try to exploit them.

Attitudes and Beliefs[edit]

Haunted Traits[edit]

Ability Score Increase. A score attribute of your choice increases by 2.
Age. You normally live the same normal lifespan as your original race.
Alignment.
Size. Your size is Medium ou Small, You choose.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 cannot discern colors in darkness, only shades of gray.
Languages. You can speak, read, and write Common and one other language of your choice.


Fiend[edit]

An Fiend is trapped inside your body, Most of the time they despise their situation of being trapped inside someone against their will. Ability Score Increase. Your Charisma score increases by 1.
Fiend power. You have learned to drain your fiend's strength, you choose 1 Cantrip from the sorcerer list of your choice, charisma is your spellcasting modifier.
Fiend Resilience. Your Fiend does not let you die easily, you gain 1 Hit point for each character level you gain.
Fiend Resistance. You gain resistance to fire damage
Forbidden Power. Choose a 1st-level spell from the sorcerer spell list. You can cast it once per day without expending spell slots.

fey[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Fast Feet. Your speed increases by 5 Feet.
Natural Magic. You borrow the Power of the fey within you, You choose 1 Cantrips from the Druid Spell List.
Fey step. You can teleport a short distance, You can teleport to an uncoupled space within 10 feet of you. You can use this ability a number of times equal to your proficiency bonus and regain the uses on a long rest.

Ancient One[edit]

Ability Score Increase. Your Intelligence score increases by 1.
deceive the mind. You can cast suggestion without spending spell slots once per day, after which you must complete a long rest. You can also cast it if you have spell slots to do so. Your spellcasting modifier is intelligence.
Telepathy. You can communicate with any creature with an Intelligence score of 3 or higher that is within 60 feet of you. You don't have to share a language with the creature, but the creature must understand at least one language. You cannot make the creature answer you back.
aberrant mind. You have resistance to psychic damage.

Fire Elemental[edit]

Ability Score Increase. Your Charisma score increases by 2.
Elemental resistance. You have resistance to fire damage
Fire magic. You learn the Fire Bolt Cantrip, your spellcasting modifier is Charisma.
Burning touch. You imbue anything you touch with flame. As a bonus action, you can completely ignite a Small or Smaller nonmagical object you can touch.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

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

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