Illager (5e Race)

From D&D Wiki

Jump to: navigation, search

Illagers[edit]

The overworld, fighting hard, was plagued by villagers turning evil and cruel through the curse of the far realm.

Physical Description[edit]

Illagers are a race of warlike humans. Their skin is grey, they have extraordinarily long noses, and they wear dark clothing. They fundamentally resemble humans but are dark, evil, and cruel.

History[edit]

Illager history is complex.

In the first world, humans were united under the First Villager, a primal deity of immense power. The far realm, a realm of darkness and insanity, is a copy of the first world. Its leader, Voideus, was bent on destroying the world. He convinced the 3 realms - Overworld, Baator, and the demiplane known as The End - to go to war. Humans tried to stay out of the conflict, but some warmongers, notably the warlord Johnny, wanted war. They separated from other humans, and in doing so brought a mighty curse upon themselves.

Society[edit]

Illagers have a hierarchy, with the Illusionists at the top, Evokers being nobles, middle-class Vindicators, and finally, Pillagers, bringing up the rear. At the peak of the hierarchy is the Raid Captains, supernaturally strong illagers with the power to curse other beings, and the bottom has evoker summons, called ravagers and vexes. They do frequent raids on towns and settlements.

Illager Names[edit]

Illagers have names relating to human culture. Johnny is an appropriate name for any Illager. Females have reverse names.

Male: Robert, Stuart, Gabriel

Female: Lierbag, Trauts, Trebor

Illager Traits[edit]

Illagers are warlike folk with powerful abilities.
Ability Score Increase. One ability score of your choice increases by 1.
Age. Illagers mature fully at age 10 and live for about 80 years.
Alignment. Illagers are more often than not Chaotic. They can be good or neutral but are raised to be evil.
Size. Illagers are about the size of humans, but their average is a little taller. Your size is medium.
Speed. Your base walking speed is 30 feet.
Intimidating. You're naturally intimidating due to your appearance. You gain proficiency in the Intimidation skill.
Monster's Ally. As an Illager, you are closer to monster than human. Whenever you roll to make a Charisma (Persuasion) check against an Aberration, Monstrosity or Undead creature you do so with advantage.
Languages. You can speak, read, and write Common and Undercommon.

Vindicator[edit]

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score decreases by 1.
Johnny's Legacy. As a Vindicator, you were created in the hopes of replicating the legendary Johnny, therefore you were trained in utilizing his favorite weapons. You gain proficiency in Handaxes and Battleaxes.
Combat Sprint. You can take the dash action as a bonus action, as long as you're moving towards a hostile creature.
Overpowering Strikes. Once per turn when you hit a creature with a melee weapon attack, you can choose to push them 5 feet back. If they hit a wall or object, they are knocked prone.

Evoker[edit]

Ability Score Increase. Your Intelligence score increases by 2.
Arcane Knowledge. You learned secret things about magic that would make most break from the sheer terribleness of the information. You gain proficiency in Arcana.
Magic Concentration. You became adept at concentrating in spells. You have advantage on Constitution saving throws to maintain concentration on a spell.
Ill Magician. You know the chill touch cantrip. When you reach 3rd level, you can cast the find familiar spell, summoning only undead sprits, once with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Any damage you deal with spells is converted to necrotic damage.


Pillager[edit]

Ability Score Increase. Your Dexterity score and your Wisdom score both increase by 1.
Crossbow Shooter. You took on a different aproach from other Illagers, searching for the power of ranged weapons. You are proficient with Light Crossbows, Hand Crossbows and Heavy Crossbows.
Sneaky. To catch your targets off guard, you became naturally sneaky. You gain proficiency in the Stealth skill.
Ambusher. You know just the right moment to strike. Whenever you hit a surprised creature with a ranged weapon attack, they take 1d6 additional damage. This increases to 1d8 at 5th level.

Illusioner[edit]

Ability Score Increase. Your Charisma score increases by 2.
Archer. You trained in the arts of archery, gaining a foundness for said weapon. You gain proficiency with Shortbows.
Armored. Unlike your fellow brothers, you see the benefit of walking well equipped. You have proficiency in Light Armor.
Blood Illusionist. You know the minor illusion cantrip. At 3rd level, when you take damage, you can expend your reaction to cast the mirror image spell once. You regain use of this spell after you finish a long rest.

Racial Feats[edit]

Raid Captain[edit]

Prerequisites: 4th level.

Your outstanding deeds in battle have made you reach Raid Captain status. You gain the following benefits:

  • Increase one ability score of your choice by +1. This cannot increase an ability score above 20.
  • As a reaction when you are reduced to 0 hit points or killed, you can curse the trigger. The target must succeed on a (DC = 8 + your proficiency bonus + your Charisma modifier) Charisma saving throw or be cursed until it takes a long rest. While cursed, it magically summons an avatar of death, as described in the deck of many things, whenever it enters a settlement with at least 5 people. After using this feature, you can only use it again after taking a short or long rest.

Monster Rider[edit]

Prerequisites: proficient in Animal Handling.

You are an expert at domesticating animals, to the point you can now tame even monsters. You gain the following benefits:

  • You gain expertise with the Animal Handling skill.
  • You have advantage on Animal Handling to tame huge or larger creatures.
  • You only spend 10 of your movement speed instead of half to mount and dismount creatures.


4.00
(5 votes)

Back to Main Page5e HomebrewRaces

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Minecraft franchise, and/or include content directly affiliated with and/or owned by Mojang AB. D&D Wiki neither claims nor implies any rights to Minecraft copyrights, trademarks, or logos, nor any owned by Mojang AB. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: