Haunted (5e Race)

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Haunted[edit]

A human with a fragment of a powerful creature's power infused within them. (Hi, I hope you enjoy this race I created; it’s one of my first.)

Physical Description[edit]

The Haunted look very similar to regular humans but always display some feature that marks them as different, like a glowing eye, a small horn, or another non-human trait that reveals their true nature.

History[edit]

When a Ritual of Dark Magic is used to infuse the power of a powerful creature into a newborn human through a blood sacrifice, the child becomes a Haunted. The secrets of these rituals are often hidden, and sometimes cults with dark intentions seek to uncover them.

Society[edit]

When Haunted are created by evil cults, these cults almost always raise them to become new members with specific purposes. However, many of these infants end up with a better fate, either by being rescued or due to other circumstances. Even so, they must hide their powers to avoid drawing the attention of those who might seek to exploit them.

Attitudes and Beliefs[edit]

Haunted Traits[edit]

Ability Score Increase. One ability score of your choice increases by 2.
Age. Haunted usually don’t live beyond a century.
Alignment. Haunted alignments are generally very similar to those of humans.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet 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.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The origin of the Fragment used in your birth ritual determines the nature of your abilities.


Fiend[edit]

Ability Score Increase. Your Charisma score increases by 1.
Forbidden Power. Choose a 1st-level spell from the Warlock spell list. You can cast it once per day without expending a spell slot.
Fiend Resistance. You gain resistance to fire damage.

Fey[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Fast Feet. Your speed increases by 5 feet.
Natural Magic. You choose a cantrip from the Druid spell list; your spellcasting modifier is wisdom.
Fey step. You can teleport to an unoccupied space within 10 feet of you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Ancient One[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Mind Trick. You can cast Suggestion once per day without expending a spell slot, regaining use after a long rest; Your spellcasting modifier is Intelligence.
Telepathy. You can communicate with any creature with an Intelligence score of 5 or higher within 60 feet of you. You do not need to share a language, but the creature must understand at least one language. The creature cannot respond back.
Aberrant mind. You gain resistance to psychic damage.

Fire Elemental[edit]

Ability Score Increase. Your Charisma score increases by 1.
Elemental Resistance. You gain resistance to fire damage
Fire magic. You learn the Fire Bolt cantrip; your spellcasting modifier is Charisma.
Burning touch. you can completely ignite a nonmagical object that is small or smaller that you can touch.

Earth Elemental[edit]

Ability Score Increase. Your Constitution Value increases by 1.
High Durability. When you choose this subrace, you gain 1 hit point, plus an additional 1 hit point per character level you gain.
Earth Speed. You have an affinity with rocky and earthen terrain and are unaffected by nonmagical difficult terrain in these environments.

Water Elemental[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Aquatic. You can breathe both air and water and have a swimming speed equal to your walking speed.
Elemental Resistance. You gain resistance to cold damage.

Air elemental[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Breathing. You can hold your breath indefinitely while not incapacitated.
Wind shot. You can take the Dash action as a bonus action.
Elemental Resistance. You have resistance to Lightning damage.

Dragon[edit]

Ability Score Increase. Your Charisma score increases by 1.
Dragon scales. When you are not wearing armor, your AC will be 12 + Your Dexterity Modifier, You can use a shield and keep this benefit.
Draconic Resistance. You gain resistance to a type of damage depending on your draconic ancestry, choose from the table when selecting this subrace.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
Cave Poison
Flame Fire
Mythril Acid
Sea Cold
Wind Cold
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