Living Hats (5e Race)

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Living Hats[edit]

"We are simply hats with bodies. What else is there to say?"

Physical Description[edit]

Living Hats appear to be different types of hats with eyeholes cut into the crown. From beneath the hat sprouts a neck of the same material as the hat itself, with a sort of "mouth" cut into it. The neck continues into a humanoid body, also made of the same material. They also often wear clothes that fit whatever subrace they belong to.

History[edit]

When a hat maker puts all they have into a hat near a place of high fey activity the hat may come to life, sprouting a body and gaining sentience. It is their choice whether they stay and help their maker or go off on their own. They carry multiple supernatural abilities, including retracting into their hats. The first was supposedly called Hatter, made by one of the most skilled hat makers in the world.

Society[edit]

From the moment they are born Living Hats have skill with making clothing, and base their societies off of such crafts. When two Living Hats meet they can easily create more Living Hats, quickly making entire villages or even cities. However some still wander the world, looking for a place to call their own.

Living Hat Names[edit]

Names can range, but for some reason they seem to gravitate towards one naming scheme: Family Name (Whether from a humanoid creator or other Living Hats, typically a last/family name) and a given name that is typically what they go by. It is usually chosen by the individual Hat in question. Names typically stick to gender identity, as Living Hats are technically genderless. Example: Gregory Hatter

Names: Hatter, Topper, Cap, Fedora, Bowler, Bonnet, Beret, Captain, etc.

Living Hat Traits[edit]

Sentient hats with bodies, simple as that.
Ability Score Increase. An ability score of your choice that is not the same as the one provided by your subrace increases by 2.
Age. Living Hats start life with a mature "brain", and no Living Hat has died from old age yet.
Alignment. Due to their fey origin, they are typically chaotic, but they could be good or evil.
Size. They vary even more than humans, ranging from around 3 feet tall to 8 feet tall. Your size is medium or small.
Speed. Your base walking speed is 35 feet due to how light you are.
Color Darkvision. Living Hats can see dim light as bright light out to a range of 60 feet, as well as darkness as dim light. Unlike other creatures with darkvision they can see color in darkness, and according to them colors only get more vibrant in darkness.
Born of Hat and Fey. You're creature type is fey and construct. In addition you do not require sleep, food, or to breathe, and are not affected by aging or disease. For some reason poisons still work on you. Healing spells function as they should, and the mending cantrip will heal 1d8+the casters spellcasting modifier hit points if used on you, and will render you stable if you are at 0 hit points.
Hat Form. As an action a Living Hat can stow their body and all their carried equipment inside their hat-like head. Your speed is reduced to 10 feet. If you close their eyes and remain motionless you are indistinguishable from a normal hat, and can be worn and carried as normal. In addition, if a Living Hat in this form falls further than 10 feet they can glide, moving 5 feet horizontally for every foot they fall. In addition, if they fall in their normal form for more than 30 feet they can use their reaction to take no fall damage.
Clothes Maker. You are proficient with Weaver's Tools.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Living Hats can have one of four subraces: Warm, Soft, Tough, and Woven

Warm[edit]

Typically made of warm materials like wool, these Living Hats are built for winter. Ability Score Increase. Your Wisdom score increases by 1.
Warm Clothes. You are resistant to cold damage.
Keep Them All Warm. You can cast the cantrip fire bolt as an action.

Soft[edit]

Typically made of thin, soft materials like felt or cotton, these Living Hats are often found in high society. Ability Score Increase. Your Charisma score increases by 1.
Tricksters Teleport. As an action or bonus action you can teleport up to 15 feet away, as long as that space is not occupied or blocked. You cannot teleport through objects with this trait. You also cannot use this trait when in an area affected by antimagic, and cannot teleport into or through these spaces.
High Society. You are proficient in the Persuasion skill.

Tough[edit]

Typically made of hard but flexible materials like leather, these Living Hats are the most likely to be fighters or barbarians. Ability Score Increase. Your Constitution score increases by 1.
Leathery Body. Your AC is equal to 11 + your Dexterity + your Constitution.
Leather Mind. You are proficient with Leatherworker's Tools.

Woven[edit]

Typically made of grasses and plant based materials like straw, these Living Hats are often kind and adept at farm work. Ability Score Increase. Your Dexterity score increases by 1.
Home On The Range. You are proficient with Vehicles (land).
Shade. As a bonus action you can expand your brim in a 15 foot circle, giving magical shade to any creatures your size or smaller, or, if you are being worn in hat form, to creatures your wearers size or smaller. This shade can protect from most weather based effects, such as Extreme Heat, Extreme Cold, Strong Wind, or Heavy Precipitation.

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