Living Mannequin (5e Race)

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Living Mannequin[edit]

Physical Description[edit]

Living Mannequins are human-sized dolls, expertly crafted from a variety of materials and possessed by spirits or ghosts who, for some reason cannot leave the mortal plane and continue into their respective afterlife. Some have unfinished business to deal with, promises to go through on, curses to break, pacts with higher powers to honor, or even the trauma of having suffered a particularly cruel or violent death. Any intelligent creature with a soul could inhabit one. These vessels aren't often made with the soul in mind, and sometimes they weren't made to be possessed at all. The ones that are, however, often resemble or pay homage to the original creature in some way, as with tattoo-like carvings or unique features.

History[edit]

Living Mannequins were first crafted eons ago by a powerful emperor of magic, originally meant to house the souls of his loyal army, as well as himself, so could rise again to take hold of the world long after he was gone. They were discovered by a host of spies and scholars, who trapped the emperor and the few loyal soldiers who'd inhabited the vessels. The rest were hidden away or destroyed, and the art was occasionally repeated by lesser mages throughout the ages. These mannequins became possessed over time, living out their second lives and leaving their shells behind when they were done. Very few are ever seen, and the few who are become myths and legends whispered around campfires in the night.

Attitudes and Beliefs[edit]

Most Living Mannequins are often stoic and driven, focused solely on completing their goals and passing into the afterlife. Some come to peace with their new lives, taking on fresh motivations and responsibilities. Some are more like the way they were in their first life, whether they were kind or cruel, energetic or subdued, hopeful or hopeless. Some even magnify their old selves greatly, affecting many people in their new bodies.

Living Mannequin Names[edit]

The Living Mannequin's name is affected by the soul's original culture and heritage. If the ghost possessing the vessel was an elf, for example, they would likely have an elvish name. But, in some situations, it could also be possible that the spirit cannot remember much of their past life and they simply give themselves a new name. Magical items typically do not understand mortal naming conventions and would commonly give themselves grand names with pompous titles, or very bland first names with nothing else.

Living Mannequin Traits[edit]

Living Mannequins are special vessels for lost spirits, unable to find their ways to the afterlife.
Ability Score Increase. Your Constitution or your Wisdom score increases by 2.
Age. Living Mannequins can be crafted at any age, and are Immortal.[1]
Alignment. Living Mannequin alignments can be any you choose, most likely how the spirit leaned in their past life.
Size. Living Mannequins can vary widely in height and build but are often built like a human. Your size is Medium.
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 can't discern color in darkness, only shades of gray.
Inanimate. You are a construct powered by magic, not a living creature. As a result, you do not need to eat, sleep, or drink, nor can you become hungry or thirsty, or be put to sleep via magical effects. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Languages. You can speak, read, and write Common and one other language of your choosing.
Subrace. The material you are crafted from can have a great effect on your body and abilities.

Living Mannequin Materials[edit]

Carved of Wood[edit]

You are inhabiting a Mannequin made of wood whether chiseled out professionally or a fresh tree wood perhaps with natural moss or growth still on it.

Ability Score Increase. Your Strength score increases by 1.
Carveable. As you are carved from wood, your body is vulnerable to slashing damage.
One with Nature. Having come from nature itself you are more in tune with forests. Choose to gain proficiency with the Nature skill.
Kindling Spirits. Woodland-related spirits[2] will recognize you as their own and will not be openly hostile unless provoked, although they will view you as a lesser being or a damaged individual because you have been carved from a tree. You have advantage on all Charisma checks you make to influence them.

Shaped in Porcelain[edit]

You are a Mannequin made from Porcelain crafted by a master in the craft and fired in a large kiln.

Ability Score Increase. Your Wisdom score increases by 1.
Fleshless. Without organic flesh, you are immune to poisons and diseases.
Brittle. Hard and brittle, your body is vulnerable to bludgeoning damage.
Once Fired. You have already been tempered in fire; as such, you are resistant to fire damage.

Moulded from Plastic[edit]

You are a Mannequin made from Plastic, particularly durable to natural forms of wear and tear.

Ability Score Increase. Your Dexterity score increases by 1.
Fleshless. Without organic flesh, you are immune to poisons and diseases.
Durable. Hard plastics are made to last and are designed to withstand heavy impacts, and your body is resistant to nonmagical bludgeoning damage.
Pierced and Melted. Hard plastics melt easily and are not made to withstand attacks with sharp object, and your body is vulnerable to piercing damage and fire damage.

Forged as Metal[edit]

You are a Mannequin made from Metal, Steel, or Iron forged into a humanoid form and given life.

Ability Score Increase. Your Constitution score increases by 1.
Fleshless. Without organic flesh, you are immune to poisons and diseases.
Hard Metal. Metals are tough and durable. While unarmored, your Armor Class is equal to 14 + your Constitution modifier. You may use a shield and still gain this benefit.
Clanking. Metal is not a quiet material, it clanks together. You have disadvantage on stealth checks.

Optional Bonus Trait[edit]

Under extremely rare circumstances Living Mannequins can become possessed by strong, sentient magical items that the mannequin wears or wields, acting as a sort of conduit for the item. With this type of connection, the magic and mind of the magical item inhabit the mannequin in place of a true soul, attuning itself to the mannequin. This can give the mannequin extra power or knowledge, sometimes even beyond the original strength of the object. If this magical item were to leave their possession for long enough, the Mannequin would become lifeless. Some Living Mannequins like this can eventually forget that they are truly the item and not the mannequin, still retaining the instinctual drive to protect it nonetheless.

Wonderbound. You are a magical item bound to the mannequin vessel. You can use the traits from the item innately. However, if you are more than 100 ft away from your magical item for 1 week, you will become petrified as your material until you come into physical contact with your item again. If the item is destroyed, you will instantly die.

Other Optional Bonus Traits[edit]

These traits are optional and can be used to enhance your story. Roll a d8 or choose one.

d8 Bonus Trait
1 Homage. Your mannequin was designed with you in mind. You can take one trait from your original creature or race.[3]
2 Beautious. You were made to be extremely pleasing to the eye. As such, you have advantage on all Charisma checks you make to influence living creatures that can see you.
3 Emperor's Guard. You are one of the loyal soldiers of the ancient emperor. You gain proficiency with martial melee weapons.
4 Echoes in the Dark. You are associated with the host of spies and scholars who trapped the emperor, and were entrusted with one of their Void Halos.[4]
5 Trained in Mercy. You were trained by the healing mage who created your vessel. You have access to the cantrip Spare the Dying. Wisdom is your spellcasting modifier for this spell.
6 Trained in Vengance. You were trained by the warrior mage who found your vessel. You have access to the cantrip Shocking Grasp. Wisdom is your spellcasting modifier for this spell.
7 Lost Explorer. You were an adventurer in your first life. You gain proficiency with Navigator's Tools.
8 Lost Noble. You were a nobleman/woman in your first life. You gain proficiency with Artisan's Tools.

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  1. On occasion, an imperfect Living Mannequin could decay or erode over time in some fashion.
  2. Druids, Treants, etc.
  3. This trait is incompatible with Wonderbound.
  4. You may decide whether or not you are attuned to it by the start of your adventure.