Manaflux (5e Race)

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Manaflux[edit]

"It appeared from nowhere, a blur of shimmering energy that seemed to pulse with a life of its own. Its form was fluid, ever-shifting, like a flame caught in the wind—one moment impish, the next like a twisted mockery of flesh. I could feel its eyes on me, not with sight, but with raw magic, like it was reading the very essence of my being. And then, with a wicked grin, it vanished as quickly as it had come, leaving nothing but the hum of unstable energy in its wake."

— From "Encounters with the Unseen: Tales of Magic and Madness" by Elara Dune, Explorer and Chronicler

Physical Description[edit]

Manaflux are small, imp-like creatures composed entirely of raw, chaotic magical energy, making them inherently distinct from any corporeal race. Standing only about 3 to 4 feet tall, their forms are composed of fluctuating energy, and they exude an aura of magic, shimmering and pulsing in hues that can range from vibrant blues and purples to fiery reds and greens, depending on the individual's alignment with their chaotic essence. Their bodies are agile and lithe, their sharp, clawed hands and feet seem to shimmer with an unstable, ethereal glow. Their small, horned heads sit atop bodies that, while generally humanoid in shape, ripple and shift as they constantly maintain their energetic state. Their tails, long and prehensile, trail behind them as tendrils of raw mana, constantly shifting between solid and intangible states, allowing them to grasp objects or restrain enemies with ease. These tails are especially distinctive, as they are both a manifestation of their energy and a symbol of their connection to the chaotic forces they control. Their shaggy, spiky hair, likewise made of mana, seems to be a chaotic tangle of energy, forever shifting in shape, length, and direction as though it cannot remain in a set form. The hair occasionally sparks with raw magical energy, adding to their volatile presence. Their faces are mischievous in appearance, with large, bright eyes that gleam with an ever-present, almost playful energy. Their pointed teeth are often bared in a grin, as though they are always on the edge of laughter or mischief. Two small, but noticeable horns protrude from their foreheads, adding to their impish appearance. While their forms are primarily composed of energy, their shape remains consistent—small, wiry, and agile. They float or hover just above the ground, but when necessary, they can touch the earth with remarkable dexterity, running or moving in a fluid, almost acrobatic manner. They will occasionally manipulate the mana making up their bodies to become more typical in appearance, in which case they will appear as a normal humanoid, though they prefer to take the form of creatures with an affinity to magic and mischievous nature similar to their own.

History[edit]

The history of the Manaflux is as enigmatic and unpredictable as the creatures themselves. Their origins remain a mystery, and no scholar has been able to definitively explain where they came from or how they first came into existence. Their mischievous nature, tied to the very essence of magic itself, and their love for chaos and pranks have made them both fascinating and terrifying to those who encounter them.

Theories of Origin: While their true origin remains shrouded in uncertainty, one of the most popular theories suggests that the Manaflux may have come from the Feywild, the realm of unpredictable magic and trickery. The Feywild is known for its capricious inhabitants—beings whose personalities and abilities often reflect the untamed magic that flows through their world. The Manaflux share many traits with the creatures of the Feywild: a deep affinity for magic, an unpredictable nature, and a love for trickery and pranks. Their boundless energy, joy in mischief, and preference for forests as their home further reinforce this theory. In the Feywild, where the boundaries of reality are fluid and ever-changing, it is easy to imagine how the Manaflux could have originated from the volatile forces of magic, taking form as creatures of pure mana, shaped by the chaotic energies of their realm.

The Early Years: Whether born from the Feywild or some other plane, the Manaflux quickly established themselves as free-spirited, magical beings. They were first noticed in places where magic ran wild—forests, ley lines, and arcane hotspots—areas rich in life energy that nourished them and fueled their playful, mischievous nature. Their bodies, composed entirely of raw, chaotic mana, allowed them to slip through the fabric of reality, shape-shifting at will and manipulating magical forces with ease. They became infamous for their pranks, often tricking travelers, mages, and even entire villages. At the heart of their antics was a simple desire: to entertain themselves at the expense of those who took life too seriously. Their pranks were often harmless but disruptive—rearranging magical symbols, changing the flow of spells, or causing inexplicable bursts of magic that left confusion in their wake.

In these early years, the Manaflux were seen as little more than nuisances—playful tricksters that brought chaos, but not real harm. However, as their pranks grew bolder and their magic more powerful, they began to inspire fear in those who lived in areas abundant with magic. Their ability to warp reality itself, alter spells, and manipulate life energy made them dangerous forces, even if their intent was rarely malicious. To the superstitious, they were seen as demons, chaotic spirits who thrived on disorder and whose antics were often attributed to dark magic.

The Age of Fear: As their presence became more widely known, stories of the Manaflux began to take a darker turn. Their unpredictable powers and disregard for morality led many to view them as malevolent entities, embodiments of wild magic that could not be controlled or reasoned with. In this period, many cultures began to describe them as demons—creatures born from the primal, chaotic forces of magic that existed before the world was formed. In forests where Manaflux were most commonly found, villagers whispered that these creatures were capable of far worse than harmless pranks—rumors spread of entire villages being drained of life-force, magic being twisted into uncontrollable storms, and people falling prey to the Manaflux’s ability to possess their bodies or distort their minds. These tales, often exaggerated, fed into the fear of the unknown and the unknowable, making the Manaflux symbols of chaos and destruction in the minds of those who lived nearby.

Despite this, the Manaflux themselves remained largely indifferent to the fear they inspired. To them, life was a game, and the concerns of mortals were fleeting and inconsequential. Their whimsical nature and inherent freedom meant that they had little interest in the morality of their actions. They delighted in the confusion and fear they created, but it was never out of malice—it was simply the result of their boundless energy and unpredictable nature.

Modern Day: In the present day, the Manaflux remain elusive, appearing most often in places where magic is abundant and wild. Forests—rich in life energy—continue to be their preferred habitat, where they can draw strength from the vibrant, living world around them. While they are not as common in populated areas as they once were, encounters with them still happen, particularly among adventurers or those who seek to delve into the deepest parts of magic.

To this day, their origin is a subject of much debate among scholars. Some believe they are ancient beings, born from the earliest fluctuations of magical energy that permeate the cosmos. Others continue to hold the Feywild theory, seeing the Manaflux as a reflection of the unpredictable forces that rule the fey realm. Regardless of where they came from, one thing is clear: the Manaflux are creatures born of pure, unadulterated magic, driven by whimsy and chaos. Their existence is a reminder that magic is not something to be controlled or understood—it is a force that is wild, free, and sometimes a little bit dangerous.

Society[edit]

The Manaflux are social creatures by nature, their chaotic, energetic existence making them deeply connected to one another in ways that transcend the conventional notions of society or community. Though they do not form formal societies or structured hierarchies, they are inherently drawn to the company of others, especially those of their own kind, with whom they share a deep, playful bond. Their interactions are driven by the joy of shared mischief and the satisfaction of indulging in the whims of their chaotic existence.

Social Interactions: Manaflux are not solitary beings by choice. They thrive on interaction, and their encounters with others of their kind are often marked by gleeful pranks, spontaneous bursts of magic, and chaotic games. They gather in loose groups, known as flocks or clusters, though these are not permanent or structured entities. These gatherings are fleeting, as the Manaflux's flighty, free-spirited nature means they rarely remain in one place for long. They come together to engage in playful chaos, often teaming up to orchestrate elaborate tricks, manipulate the magic around them, and enjoy the companionship of those who understand their wild, untamable essence.

Their social bonds are formed through shared experiences of mischief and play, not through formal rituals or obligations. A group of Manaflux may linger together for a short time, driven by mutual amusement, but when the energy of the group wanes or their curiosity leads them elsewhere, they scatter, each seeking new opportunities for fun. This transience means that Manaflux do not form lasting relationships in the way many other species do, but they share an unspoken understanding of one another, a connection formed by their mutual love of chaos and trickery.

Lack of Permanent Homes: Due to their intangible, magical nature, Manaflux do not require food, water, or shelter in the way most creatures do. Their bodies are sustained by the ambient magical energy around them, and their forms are composed entirely of mana, meaning they do not need physical sustenance. This renders the concept of "home" irrelevant to them. They are wanderers by nature, drifting from one location to another in search of new sources of magic to play with or new pranks to pull. Instead of settling down, they are more likely to inhabit areas of dense magical activity—such as enchanted forests, magical ley lines, or places where magical storms are common—drawing from the raw mana of the environment.

This nomadic lifestyle aligns perfectly with their flighty, unpredictable behavior. Manaflux are often found flitting between places, their movement guided by the currents of magic and their insatiable desire for novelty. Their "homes," if one could call them that, are temporary refuges in areas rich in life force and magic, where they can recharge and engage in their favorite activities. They may rest in the heart of a magical storm, the canopy of an enchanted forest, or the quiet, unseen corners of ancient ruins, always on the move, always searching for the next source of entertainment.

Manaflux Names[edit]

Manaflux do not possess any particular naming conventions, though their names are often sharp and short, with sometimes even only one letter in them.

Manaflux Traits[edit]

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age. Due to their bodies being made of mana, Manaflux are functionally immortal.
Alignment. Due to their free-spirited nature, and general preferring of their own benefit, Manaflux are always Chaotic Neutral.
Size. Manaflux are small, and range from 3 to 4 feet tall and weigh hardly anything. Your size is small.
Speed. Your base walking speed is 30 feet. In addition, you have a hover speed of 40 feet. You may only retain this speed for up to 2 turns and have to take a short rest before using it again. If you are hit with an attack while hovering, you will fall.
Mana Vision. 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.
Mana Body. You are made out of living magic. As a result, your creature type is considered to be elemental, rendering you immune to spells that specifically target humanoids, such as Hold Person. However, when affected by an ability that nullifies magic, such as Antimagic Field, your form becomes unstable and you drop to 0 hit points. In addition, your carefree nature coupled with the general fear of Manaflux mean you have disadvantage on Charisma(persuasion) and Charisma(performance) checks.
Mana Form. As a bonus action, you may turn invisible and/or intangible by shifting your body into raw mana form. While in this state, you cannot attack or use magic, and will instantly drop to 0 hit points if targeted by anything that nullifies magic. In addition, you may attempt to possess one creature by flooding your own life-force/mana into its body, overriding its own life force and gaining control over its body. One humanoid that you can see within 5 feet of you must succeed on a DC 11 Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect and you retain your alignment, Intelligence, Wisdom, Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. You may use this feature once per day.
Mana Manipulation. You can naturally manipulate the mana in yourself and others. You know the Eldritch Blast and Sapping Sting cantrips and can cast them at will.
Tail. You have a long tail that can be used to manipulate nearby items that weigh less than 5 lbs within 10 ft. of yourself. You can’t use your tail to perform complex tasks such as using tools, wielding weapons, or using items with it. In addition, your tail is a natural melee weapon, which you can use to make constrict attacks. If you hit with your tail, you deal bludgeoning damage equal to 1d6 + your dexterity modifier. Instead of dealing damage, you can choose to grapple your target instead. Until the grapple ends you can’t constrict another target and if the creature is medium or smaller, it is restrained. This leaves your hands free to wield weapons or take other actions and you may choose to grapple in this way even on a regular grapple check.
Hydrophobia. For unknown reasons, Manaflux detest deep bodies of water, such as the ocean, and will not go willingly into them. While submerged in water, you are Frightened and take 1d6 psychic damage per turn. It is advisable to roleplay in a way that shows this trait if you are near any large bodies of water in your campaign.
Languages. You can speak, read, and write Common and Sylvian


Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 2'' +1 0.1 lb. × 1 lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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