Kin Moon Presence (5e Race)
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Kin[edit]
Every Great One loses its child, and then yearns for a surrogate, and Oedon, the formless Great One, is no different. To think, it was corrupted blood that began this eldritch liaison.
...Ahh, sweet child of Kos, returned to the ocean... A bottomless curse, a bottomless sea. Accepting of all that there is and can be.-- Bloodborne, 2015
Great Ones[edit]
The Great Ones from top to bottom: Ebreitas and Moon Presence[1], Kos[2] |
The Kin from left to right: Moon[3], Kos[4], Ebreitas[5] |
The Great Ones come in a variety of shapes and sizes, but in a much more monstrous form than humans. The Great Ones tend to be very tall, massive in size, with strange features that bring all attention to them. The breed of the Great One will determine its features. The Great Ones have a few physical traits in common - that being crimson blood, humanoid features, commonly being of the female sex and rarely being of the male sex as the chances are slim of a male one appearing and all protect and adore children.
The Moon Spawn has a wasp thin waist which leads up to a large, bleeding rib cage. They have long clawed hands which can perfectly curl around the average Human. The face of the beast looks like a beating heart, with a gasping toothless maws and misshapen eyes where the arteries would be. The Moon Spawn are said to be descendants of the Moon Presence and appear to be smaller versions of the origina,the moon spawn can be either male or female.
The Spawn of Kos, who are pale humanoids whose skeletons are nearly exposed due to their sheer lack of flesh and fat. Thin fishbones erupt from their wrists, forearms, and waist. The spawn of Kos possess a thin membrane on their back which erupts into two long wings, which float like ribbons behind them when their emotions get the better of them. The Spawn will eventually develop into a Kosem, where their legs meld into one large slug-like tail. They have two human hands and a woman's face, which is framed by white tendrils. Their spine is lined with thick spikes, which sway like coral, revealing their true, rather delicate, nature.
The Spawn of Ebrietas are the most common of all the Great Ones seen today. Originally a Human, Ebrietas' Spawn are all legless slugs with large, hollow, tentacled wings. The Wings are actually functional, and their movement tends to be small hops that they then glide through. Their heads are covered growths in the shape of tubeworms, with two large glossy jade eyes. Their bodies are covered in a large number of slimy tentacles, but the two thickest ones can act like hands. The rest of the tendrils simply squirm through the air.
After many failed attempts the Great Ones were finally able to create a true child, causing a rare hybrid to be born. These beings are born with a hybrid form, showing off the colors and small features of their true parents' form. Hunters heed virgin women who have strange dreams of the ocean and the stars that grow pregnant, for they give birth to the Great One's newest Spawn, known as the Kin. The Hybrid forms seal away only the form of the Kin, so do not think they are weak. That little girl across the street might just be what has been driving the old fishermen mad and the 'blind boy' maybe the one that's been eating the towns residents.
Those who hunt down the Kin know of their strange curse. All Kin bleed a sickly yellow blood.
Physical Description[edit]
Kin of the Great Ones are similar in stature and general appearance to the race of their birth mother save for a few aspects that are obtained from their other Mother. A Moon Child generally has dusky skin, ebony hair, and crimson eyes surrounded by a black sclera. Daughters of Kos are usually fairly tall with snow white skin and hair. Daughters of Ebrietas tend to be shorter and have jade colored eyes but are otherwise indistinguishable from their birth mother's race as long as they hide their branch-like wings.
History[edit]
The Great Ones are multidimensional monstrosities, worshiped as gods by those willing to revel in the dark arts. Due to the malformed worship of the Great Ones, ancient figures in mythology might truly be Great Ones. In a town that devotes itself to drinking blood instead of alcohol, a mad god of blood dripped his essence. All of the towns people started to drift into another plane, where the Great Ones can make contact. The Astral Spirits turned people mad from their power and through the sheer horror of their own twisting, melting and devoured bodies.
Those Humans who are strong enough to fight the Great Ones are the ones they seek most. They wish to spawn children, for they have become too warped to make any themselves. The monsters will ravage the mind of a woman they find, or mutate a man's essence, to try and achieve this solution. If they are ever successful, the women with the new spawn will wake up back in their realm, and eventually birth a slightly malformed version of their species. This hybrid is technically not a Great One, but instead are refereed to as Kin. Kin are an evolution of their base species, and are blessed by the Great Ones. Either way, the Great Ones will silently watch over their children, awaiting the day when they gain the strength to travel through planes and return to their true mothers.
Society[edit]
The Kin of the Great Ones assimilate into their base society extremely well. The community they are born into however, will determine if they are accepted or not. Those Human tribes that enjoy the concept of mutants and hybrids will find kinship with them. Half-Orcs, Half-Elves and the sort understand the plight of the bastard Kin. Kin tend to be a product of this result, being social and friendly or cold and bitter on how they are treated. Kin are born very open minded and possess a strong sense of curiosity and drive to learn. These features were all engineered by the Great Ones to try and allow their kin to adapt.
When Kin grow, they become more open-minded. It is said that when they hit the age of around twenty years, their brain grows eyes on the inside. When this occurs, they gain the power to infiltrate dreams. Kin see through the lines of reality, and know that other realms exist. From there on, the lives of the Kin determine their paths.
Kin Names[edit]
Great Ones and their Kin tend to only keep a personal name, and distance themselves from their lineage in an effort to make themselves strong. Until they grow their inner eyes at the age of about twenty, those who know they are a Kin will refer to themselves as an 'Orphan of ---'. Some prefer to merely refer to themselves as things due to it showing a sense of what they are, and how dedicated or similar to the object they are. An example is Mergo's Wet Nurse, whom forgot her name due to how long she was a nurse and simply dedicated herself to Mergo.
Male Titles: (Note: The strongest of Great Ones are referred to as Male only as formality based on culture) Oedon the Formless One, The Orphan of Kos
Female Titles: Ebrietas the Daughter of the Cosmos, The Moon Presence, Amygdala, Mergo's Wet Nurse, The Brain of Mensis, Kos, Kosm
Kin Traits[edit]
Monsters from another plane have given spawn to hybrid aberrations through virgin mothers.
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age. After the age of 20, the Kin do not age and can live indefinitely if not killed.
Alignment. Kin are almost always chaotic, constantly getting farther and farther away from people. The Kin and the Great Ones are incredibly selfish, though in what way matters on their alignment. Some are greedy for their friends and tend to be good, while others can have an insatiable desire for knowledge no matter what. Most end up neutral or evil, however, they are usually benevolent towards those who give them their space and leave them be.
Size. Kin of the Great Ones take the general appearance of their birth mother's race. As such, they take their size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Kin of the Great Ones. You are not of this world, your creature type is both Humanoid and Aberration. Your origins grant you an immunity to disease and you do not need to eat, drink or breathe, but you can ingest food and drink if you wish.
Dreamborne. Nothing can put you to sleep or cause you to dream. Instead of sleeping, you enter an inactive state for 4 hours each day to benefit from a long rest. You have never had or will have a dream in your life; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Others who have this trait can talk with you as if using the message spell if you are within 500 feet, but only if at least one member of the conversation is in their Inactive State.
Darkvision. Kin are accustomed to the twilight of night. 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.
Nocturnal. Kin are energetic when under darkness akin to the night but feel slightly lethargic while in daylight. You have advantage to Perception checks whenever you are in dim light or darkness and disadvantage to Perception checks whenever you or what you're trying to perceive are in direct sunlight.
Maternal Charm. Infants and children within the first 20% of their races age, prior to reaching maturity, charm the Kin, and the Kin has advantage to calm them. You may make a DC 15 Wisdom saving throw to attempt to ignore this charm or break free of it at the end of your turn.
Yellow Blood. Kin have unique yellow blood. Any creature has advantage on Survival checks to track a Kin that is below their maximum hit points. Recovering any amount of hit points or a successful Medicine check stops this bleeding. You also have the ability to drop your blood on the surface of a place and teleport to where the blood has been marked. You can only mark three places, if you mark another place before erasing one mark, one of the marks will be erased.
Languages. You can speak, read and write, Common, Deep Speech, and one language based on your birth parent's race. If your birth parent's race didn't have a specific language you may choose one standard language.
Subrace. Made by the Blood, Borne by the Blood, Die by the Blood. You must choose a subrace: Moon Child, Daughter of Kos, or Daughter of Ebreitas.
Moon Child[edit]
The true children of the Moon Presence, Moon Children have darker skin tones, ebony hair, and crimson eyes shining through their black sclera. These creatures sometimes invade the dreams of others to experience that which they normally are incapable. Rarely under the light of a full moon, those that have sunk into madness or those nearing the limits of a mortal's mental capabilities are able to perceive a translucent image of this Kin's Mother.
Sharpened Bones. The fingernails on your hands are razor sharp and can be extended, or retracted, to form long claws. Your unarmed strikes are natural weapons which deal 1d6 slashing damage and are considered weapons with the Finesse and Light properties.
Bloodlust. When you score a critical hit, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Dreamwalker. A Moon Child can invade the dreams of others to experience that which they normally cannot. To enter a host's dream the Kin must embrace a sentient creature that is naturally asleep, and press their head into the creature's stomach. The Moon Child will evaporate and hide within the target, watching their dreams and gaining control of the host's dream to an extent. While within a dream the Moon Child knows a rough estimation of how much time passes but is unaware of the host's surroundings. At the DM's discretion, a Moon Child may learn details about the individual they are invading through manipulation of the dream world.
Any time spent in a person's dream is counted towards the Moon Child's own long rest and may be finished in another dream or by entering their Inactive State if interrupted. If the Moon Child or host dies in the dream the Moon Child reappears with one level of exhaustion. If the host died they immediately awaken as if startled from a nightmare. If the host's real body dies while the Moon Child is inside its dream, the Moon Child reforms 1d4 days later where the person died with a level of exhaustion for each day spent reforming. In either of these cases, the Moon Child's rest is interrupted and has to be started anew to gain its benefits. When the dream ends or the Moon Child leaves, willingly or from death, the Moon Child will reform either in the same bed or leaning over the target, your choice.
Daughter of Kos[edit]
Daughters of Kos are the rarest of the Kin as their Great One is believed to be deceased. These Kin are almost always on the taller side of their height range and have beautiful snow white skin and hair akin to a doll. These women are able to leap great distances and are graceful swimmers in the water. On nights of a full moon, a Daughter of Kos can sometimes be overtaken by a longing to be with their Mother.
Chaotic Leap. The distance of your running and standing high jump and long jump is increased by 15 feet as long as you are not encumbered.
Heart of the Sea. You have a 30 foot swim speed, and the ability to walk on top of the water.
Longing. During the night of a full moon you must make a DC 20 Wisdom saving throw. On a failure, you do not benefit from the Nocturnal trait and instead have disadvantage on all Perception checks until dawn as you are overtaken by a sense of longing for your Mother.
Daughter of Ebreitas[edit]
These girls are the most common Kin and tend to be on the shorter side of their height range and have jade colored eyes. Unlike other Kin, they are indistinguishable from their parent race unless heavily injured or they extend their branch-like wings.
Weakened Legs. Your base walking speed is 25.
Weak Wings. You have a pair of wings that you can retract into your back. While extended these membrane-less wings grant you a 25 foot flying speed. This flying is more realistically a hop and levitate than actual flying. You always stop flying at the end of a turn and when falling you are considered to be effected by the Featherfall spell if you are able to use your wings.
Deceptive Fluid. The Daughters of Ebreitas have a protective layer of crimson fluid below their skin to hide their Kin nature. While you have this fluid you are indistinguishable from your parent race, magic, such as detect evil and good, cannot detect otherwise, and your Yellow Blood trait is inactive. This fluid is drained when these Daughters are severely injured. If you are reduced to 0 hit points this fluid is drained and will regenerate at the end of a long rest.
Random Height and Weight[edit]
Height and weight depends on birth mother's race and your Kin subrace.
Suggested Characteristics[edit]
When creating a Kin character, you can use the following tables of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d8 | Personality Trait |
---|---|
1 | I see the world in extremes, either kind or against me |
2 | Insults and degradation do not matter to me |
3 | Might makes right, and when something weak tries to destroy me, I find it just adorable! |
4 | Action and mindless violence is for others, I prefer to think and plan |
5 | I want everything, be it a tiny trinket or the beautiful woman walking down the road, I must have it! |
6 | Anyone who is trying to be nice to me is simply trying to get something |
7 | Power over lives is exquisite, having so many (Depends on alignment, Be it Slave or Worshiper or Friend) fills me with content glee! |
8 | I am a pompous, golden god child! I am the best thing in the room, and not even hell or high water will take that from me! |
d6 | Ideal |
---|---|
1 | Anxious. I am willing to live with others as long as they keep me safe (Good) |
2 | Freedom. My own will is all I need to be happy (Chaotic) |
3 | Strength. Might makes right, and the stronger you are the more you deserve! (Evil) |
4 | Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic) |
5 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) |
6 | Greed. I'm only in it for the money and fame. (Evil) |
d8 | Bond |
---|---|
1 | I worked the land, I love the land, and I will protect the land. |
2 | Nothing is more important than the other members of my hermitage, order, or association. |
3 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
4 | My honor is my life. |
5 | I sponsor an orphanage because I can't stand to see children cry |
6 | I've been searching my whole life for the answer to a certain question. |
7 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
8 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
d8 | Flaw |
---|---|
1 | My piety sometimes leads me to blindly trust those that profess faith in my mother. |
2 | I am suspicious of strangers and suspect the worst of them. |
3 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. |
4 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
6 | I'd risk too much to uncover a lost bit of knowledge. |
7 | I secretly believe that everyone is beneath me |
8 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
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