Mitosi (5e Race)

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Mitosi[edit]

No matter if these beings are of celestial, infernal, eldritch, or some other origination, whatever they were, that part of themselves has long since passed, thanks to their permanently altered state of being. Consequently, what they lack in overt appearance, they more than makeup for with their shared ability to subvert the basic compositions of most living and once-living things and deform them into abominations. With such a power, as well as the ability to incapacitate almost any living creature on a whim, it is no wonder that these humanoid-looking creatures are feared by many.

Those that do choose to learn from these magical anomalies, however, learn that even their minds are influenced by their very conception, as even their views of the morals, beliefs, and values that many take for granted are subversions, thereof, and thus bring traditional values of society and of the self into question. Nevertheless, for every Mitosi that lacks faith in other sentient races, there is one that puts their faith into them wholeheartedly, and the system they've created, and thus protects innocence from the harm sought from within one's own numbers.

Physical Description[edit]

Mitosi are humanoid-looking creatures with pointed ears, a pair of fleshy wings, and a seemingly endless electrical discharge emanating from their core. Some mitosi possess a fleshy tail the length of their torso, whereas others do not. If a Mitosi has hair, the player may determine its color; skin and eye colors vary wildly from within the Mitosi species.

Whilst their wings appear natural, their preferred method of flight is actually levitation, rather than using their wings as would a bird or a bat. If they need to, they can discharge excessive amounts of energy onto any target they desire, unleashing the energy-type of their elemental affinity onto their enemies. Only in their advanced age does their general appearance gradually transform into a translucent emerald green, and their physical forms gradually deteriorate overtime, before breaking apart entirely and turning into seafoam.

History[edit]

The first ever Mitosi were the results of magical experimentation that had gone horribly wrong: their flesh and blood subverted fundamentally and magically, so as to grow energy in excess, which then needed to be discharged wherever they went. Although initially, any child conceived with only a half-mitosi bloodline, along with their mother, would be killed instantaneously due to a rebellion within the bloodlines, a cult of zealous wizards one day decided to replicate this experimentation, but they took things a few steps further: they made a more purified version of the originals, and opted to change the compositions of their own flesh and blood to match that of their creations, so as to allow for the process of childbearing.

This experimentation was successful, and gave birth to a new generation of Mitosi, which survived their originals by countless centuries. Eras passed, however, and the kingdoms of new sentient life-forms arose, driving these mythical humanoid-looking creatures to near extinction. Few of these creatures survived, however, and went into hiding, vowing to one day evolve past sentient life and once again become the superior race. As time went on, Mitosi emerged into the common world once again, and very rapidly divided themselves into tribes, each representing a different elemental affinity: acid, cold, fire, lightning, poison, radiance, and shadow.

Attitudes and Beliefs[edit]

Whilst generally speaking, Mitosi have a dysfavorable view towards sentient life forms other than themselves, more lawfully good Mitosi consider these same sentient beings worthy of being saved from themselves, and thus worthy of protection, whilst more chaotic evil Mitosi feel vengeful towards the sentient kingdoms of old for their past transgressions, and thus deem them deserving of a mass-extinction event. As such, as well as due to the immense power they possess, Mitosi are simultaneously proud and arrogant, whilst also being distrusting of outsiders. Should they deem a living creature unworthy of life, they will do everything within their power to subvert the nature of said living creature, and attempt to turn them into one of their pawns to be used at their own disposal.

Should an outsider prove their worth, however, Mitosi become staunch allies, bonding with their friends and allies alike until either death or divergence of interests does them part; this is because they are under the impression that only a trustworthy sentient lifeform will do the same for them, in kind. For reasons currently unknown, Mitosi typically only breed with their own kind, so as to prevent themselves and their offspring from dying off entirely due to birth complications; consequently, they share an uncanny acceptance of sexual relations between persons of the same sex, regardless of race, but tend to be against interracial heterosexual relationships by that same vain, unless the non-Mitosi partner "purifies" their blood into Mitosi blood, typically using magic to do so.

Mitosi Names[edit]

Contrary to what many scholars believe, Mitosi actually give their children traditionally common names within the common language, such as Adam, Eve, or Noah.

Male: Adam, Ben, Bohr, Daniel, Hans, Hyde, Jack, Kyle, Ruprecht, Pierson, Steve, Wayne

Female: Aya, Belle, Caroline, Eve, Fiona, Jacquelyn, Josie, Kathy, Lorraine, Maya, Melissa, Suzanne

Gender Neutral: Aris, Cassidy, Desiree, Erin, Kai, Lyonell, Maeda, Mariko, Noah, Sam, Tory, Uman

Mitosi Traits[edit]

A race of winged flesh creatures with super-powerful energy reserves, and a lot of resentment towards other sentient races. Inspired by the Parasite Eve videogame series.
Ability Score Increase. Your Strength ability score increases by 2, and your Constitution ability score increases by 1.
Age. Mitosi mature rapidly, reaching full maturity anywhere from 3 to 15 years of age, and their bodies are incredibly durable, lasting upwards of 500 years of age. Mitosi generally do not begin to show their first signs of aging, until they reach roughly 350 years of age. Mitosi age by becoming a translucent green or orange color, and by having increasingly deformed limbs.
Alignment. Mitosi do not tend towards any particular alignment.
Size. Mitosi vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking, swimming, and flying speeds are all 30 feet each.
Darkvision. Within 60 feet of you, you can see in darkness as if it were dim light, and in dim light as if it were bright light. However, you cannot discern color, only shades of gray.
Amphibious. You can breathe air and water.
Mitosi Bloodline. As a result of your Mitosi Bloodline, you are unable to produce non-Mitosi children. In addition, your subrace cannot be that of another birth creature, unless that creature also possesses a Mitosi Bloodline. Attempting to produce a half-Mitosi child will result in the death of both the mother and her child, with no chance of performing a death saving throw for either.
Languages. You can speak, read, and write in the languages of Common and Primordial.

Acid Mitosi[edit]

The preferred environments of Acid Mitosi vary wildly, from known active volcanoes to known waste sites, but are typically dependent on places where there tend to be large amounts of acid rain, toxicity, and erosion. It is currently unknown where acid mitosi come from, but it is presumed that they evolved from the self-imposed nihilism of sentient creatures. As such, Acid Mitosi are extremely skilled at wearing down the defenses of other creatures - especially those that possess sentience.

Infiltrator. You have an advantage on all Charisma (skill) checks.
Natural Body Armor. You are resistant to acid, bludgeoning, piercing, and slashing damage.
Corrosive Strike. During combat and as a bonus action on your turn, you may coat your weapon with a corrosive acid, replacing the physical damage type of a single weapon attack with acid damage, but apply your Strength modifier on your hit and damage rolls when using this feature. Upon a successful hit with this feature, a creature is vulnerable to all damage-types, until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8.

You may not use this feature again, until after you have completed a short or long rest.
Barrier. As an action, you may choose 1 creature within 30 feet of you, including yourself: for the next 1d6 + your Strength modifier (minimum of 1) number of hours outside of combat, or combat turns during combat, the chosen creature is resistant to all damage-types they weren't previously resistant or immune to, and are immune to all damage-types they were already resistant or immune to. If the chosen creature is afflicted with a temporary vulnerability to any damage-type(s) that is neither a racial nor a permanent feature, that vulnerability is removed as a result of this feature.

You may only use this feature up to 2 times before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Debilitative Discharge. As an action, you may discharge an arcane energy emission, spreading outwards from you in a 60-foot radius. Creatures within range must make a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature receives 1d6 acid damage, and becomes vulnerable to all damage-types, until they succeed a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8 to remove this damage vulnerability from themselves entirely. Upon a successful save, a creature receives half as much damage, and avoids becoming vulnerable to any damage type whatsoever.

You cannot use this feature again, until after you have completed a short or long rest.

At higher levels. The acid damage output upon a failed save for this feature is increased to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Cold Mitosi[edit]

Typically found in colder regions where many dare not tread, Cold Mitosi generally avoid contact with other beings, unless absolutely necessary. As such, they are among the most reclusive of the mitosi-kind, and thus paradoxically tend to be the most trusting towards outsiders. This does not, by any means, make them any less dangerous, however, as they are just as capable of freezing a foe solid or enervating them, as they are treating the wounds of a wounded creature.

Wasteland Survivalist. You are proficient in the survival skill.
Frozen Armor. You are resistant to cold damage, and have advantages on saving throws against being exhausted or petrified
Enervating Strike. During combat and as a bonus action on your turn, you may freeze your weapon, replacing the physical damage type of a single weapon attack with cold damage, but apply your Strength modifier for your hit and damage rolls when using this feature. Upon a successful hit with this feature, a creature is experiencing 5th level exhaustion. A creature must succeed a Constitution saving throw equal to your Strength modifier + your proficiency bonus + 8, in order to remove this condition of exhaustion from themselves entirely. This condition of exhaustion is not stackable and does not replace any pre-existing condition(s) of exhaustion. Therefore, a target that is already experiencing exhaustion is not killed as a result of this feature's condition.

You may not use this feature again, until after you have completed a short or long rest.
Cure Ailment. As an action, you may choose 1 creature within 30 feet of you, including yourself, that is either petrified or exhausted, and remove that condition from that creature entirely.

You may only use this feature up to 2 times before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Freeze Ray. As an action, you may attempt to freeze creatures solid within either a 15-foot cone or a 5-by-30-foot beam in front of you. Creatures within range of this feature must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature takes 1d6 cold damage, and is petrified until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8 to remove the condition of being petrified from themselves. Upon a successful save, a creature receives half as much cold damage, and is not petrified.

You cannot use this feature again, until after you have completed a short or long rest.

At higher levels. The cold damage output upon a failed save for this feature is increased to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Fire Mitosi[edit]

Mainly found in hotter regions, such as jungles, savannas, and deserts, as well as beneath mountains, beside volcanoes, and in deep underground environments, fire mitosi generally enjoy the warmth provided by the sun, as well as by pools of hot lava and magma, thus making their preferred environments as varied as they are quite limited in their scope. As such, fire mitosi are the most diverse, yet straightforward among mitosi-kind, in terms of their general composition and makeup, and in terms of their intellectual interests and pursuits.

Medic. You are proficient in the medicine skill.
Molten Navigator. You are immune to fire damage, and do not suffer from the effects of exhaustion. Additionally, you can both see through lava and molten surfaces alike as if they were water, and breathe in them as if they were normal air.
Life Drain. During combat and as a bonus action on your turn, you may light your weapon on fire, replacing the physical damage-type of a single weapon attack with fire damage, but apply your Strength modifier to your hit and damage rolls when using this feature. Upon a successful hit, you recover hit points equal to the amount of damage you inflicted with this feature.

You cannot use this feature again, until after you have completed a short or long rest.
Healing Factor. You possess a healing pool with an amount equal to your maximum hit points. As an action, you may choose 1 creature within 30 feet of you, including yourself, and restore that creature's hit points, equal to the amount subtracted from your healing pool. Once your healing pool drops to 0, you cannot use this feature again, until after you have completed a short or long rest. Upon the completion of a short rest, you replenish half of your entire healing pool, whereas upon the completion of a long rest, you replenish your entire healing pool.
Spontaneous Combustion. As an action, you may target up to 1d6 creatures plus your Strength modifier (minimum of 1), within a 120 foot radius of you. The targeted creatures must succeed a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature takes 1d6 fire damage, and is lit on fire, receiving an additional 1d6 fire damage during each of their turns, until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8, to put out the flames. Upon a successful save, a creature receives half as much fire damage (rounded up), and is not lit on fire.

You cannot use this feature again, until after you have completed a short or long rest.

At higher levels. The base and periodic fire damage outputs upon a failed save for this feature are both increased to 2d4 at 6th level, are both increased again to 2d6 at 11th level, and are both increased one last time to 4d4 at 16th level.

Lightning Mitosi[edit]

Lightning Mitosi tend to be found mostly near bodies of water, as such places are the most fervent producers of lightning storms, region-dependent cyclones, and also civilizations capable of harnessing the awesome powers that electricity can provide. Consequently, Lightning Mitosi are the most seasoned among mitosi-kind, when it comes to socializing with other races besides their own, both for the better and for worse.

Bonus ATP. You are proficient in the acrobatics skill.
Surge Protection. You are resistant to lightning damage, and have advantages on saving throws against being stunned and/or paralyzed.
Energy Shot. During combat and as a bonus action on your turn, you may electrify your weapon, replacing the damage type of a single weapon attack with lightning damage, but apply your Strength modifier to your hit and damage rolls when using this feature. Upon a successful hit, a creature is both stunned and paralyzed, and must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8 on their turn, in order to remove both conditions simultaneously.

You cannot use this feature again, until after you have completed a short or long rest.
Shock Recovery. As an action, you may choose 1 creature within 30 feet of you, including yourself, that is currently stunned and/or paralyzed, and remove those conditions from them.

You may only use this feature up to 2 times, before needing to complete a short or long rest. A short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Apobiosis. As an action on your turn, you may target 1d6 creatures plus your Strength modifier (minimum 1) that are within 120 feet of you. They must make a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature receives 1d6 lightning damage, and is both stunned and paralyzed, until they succeed a Constitution saving throw to remove both conditions simultaneously. The saving throw DC for this feature is your Strength modifier + your proficiency bonus + 8. Upon a successful save, a creature receives half as much lightning damage (rounded up), and is neither paralyzed nor stunned.

You may not use this feature again, until you have completed a long or short rest.

At higher levels. The lightning damage output upon a failed save for this feature is increased to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Poison Mitosi[edit]

Poison Mitosi are most commonly found within forests, but can also occasionally be found within mass dump sites of waste and fluids. They do not so much consider themselves "for" or "against" the natural environment, as they do in favor of using whatever surroundings they find themselves in to their advantage. As such, Poison Mitosi are the most common among the mitosi-kind, capable of debilitating their foes using a wide variety of different methods, including artificial means, such as using a poisoner's kit, making them the only ones among mitosi-kind to prefer the use of certain tools over not using them.

Poison Loon. You are proficient with the poisoner's kit.
Antibody. You are resistant to poison damage, and have advantages on saving throws against diseases or being poisoned.
Poison Sting. During combat and as a bonus action on your turn, you may lace your weapon with poison, replacing the physical damage-type of a single weapon attack with poison damage, but apply your Strength modifier to your hit and damage rolls when using this feature. Upon a successful hit, a creature is poisoned, and must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8 in order to remove the poisoned condition from themselves.

You may not use this feature again, until after you have completed a short or long rest.
Detox. As an action, you may choose 1 creature within 30 feet of you, including yourself, that is either poisoned or diseased, and remove that condition from that creature entirely.

You may only use this feature up to 2 times before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Necrosis. An an action, you may unleash a cloud of poison within either a 15-foot cone or a 5-by-30 foot beam in front of you. Creatures within range of this feature must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature within range takes 1d6 poison damage, and is poisoned, until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a successful save, a creature within range receives half as much poison damage (rounded up), and is not poisoned.

You cannot use this feature again, until after you have completed a short or long rest.

At higher levels. The poison damage output upon a failed save for this feature is increased to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Radiant Mitosi[edit]

Usually found within caverns, alleyways, and along dark corridors, radiant mitosi are nocturnal, and use their surroudings to their advantage to debilitate other creatures by turning once-dark and dimly lit areas into bright, deafening places to induce sensory overloads into their targets. Consequently, they are also the mitosi most likely to be found deep underwater, preferring only to surface at night. It is, in part, due to their nocturnal nature, as well as their preferred habitats that they are naturally the most feared and misunderstood by outsiders among mitosi-kind.

Heightened Senses. You are proficient in the perception skill.
Sensory Filtration. You are resistant to radiant damage, and have advantages on saving throws against being blinded or deafened.
Blinding Strike. In combat and as a bonus action on your turn, you may illuminate your weapon with a blinding light, replacing the physical damage type of a single weapon attack with radiant damage, but apply your Strength modifier to your hit and damage rolls when using this feature. Upon a successul hit, a creature is blinded and cannot see again, until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8.

You cannot use this feature again, until after you have completed a short or long rest.
Sensory Resoration. As an action, you may choose 1 creature within 30 feet of you, including yourself, that is either blinded or deafened, and remove that condition from that creature. You may only use this feature up to 2 times, before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Deafening Roar. As an action, you may make a loud deafening roar that takes up the entire battlefield. Creatures within a 60-foot radius of you must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, a creature within range receives 1d6 radiant damage plus your Strength modifier (minimum of 1 damage), and is deafened. A creature that is deafened by this feature cannot hear again, until they succeed a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a successful save, a creature within range receives half as much radiant damage (rounded up), and is not deafened.

You cannot use this feature again until after you have completed a short or long rest.

At higher levels. The radiant damage output upon a failed save for this feature is increased to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Shadow Mitosi[edit]

Among Mitosi-kind, Shadow-Mitosi are the only ones who do not have a preferred natural environment, instead preferring urban or rural developments over natural ones, such as forests, and especially places that are associated with death and dying, such as graveyards, churches, temples, and spiritual centers. Shadow Mitosi openly embrace death, as they consider it as much a part of nature as any other natural phenomena, such as fire, rain and/or snow, lightning, poison, or even the movements of the earth, itself. As such, they often incorporate themes of death and dying into their identity in one form or another, sometimes to the extent that they may seek out the occult, or guidance from a very particular religion.

Shadow Blend. You are proficient in the stealth and intimidation skills.
Uncanny Resiliency. You are resistant to necrotic damage, and have advantages on saving throws against being slowed or frightened.
Slow Strike. As a bonus action and during combat on your turn, you may infuse your weapon with dark energy, replacing the physical damage-type of a single weapon attack with necrotic damage, but apply your Strength modifier for your hit and damage rolls when using this feature. Upon a successful hit, a creature is slowed and must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8, in order to remove the slowed condition from themselves.

You may not use this feature again, until after you have completed a short or long rest.
Haste. As an action, you may choose 1 creature within 30 feet of you, including yourself that is either slowed or frightened, and remove that condition from them entirely. Additionally, for the next 1d6 + your Strength modifier (minimum of 1) number of either hours outside of combat, or combat turns during combat, the chosen creature's movement speed is increased by 15 feet, they are able to make 1 additional Attack action during each of their combat turns, and their AC is temporarily increased by 1.

You may only use this feature up to 2 times before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.
Induce Fear. As an action, you may choose 1d6 + your Strength modifier (minimum of 1) number of creatures within 120 feet of you to induce fear into. The creature must succeed a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a failed save, they take 1d6 necrotic damage, and immediately become frightened, until they succeed a Wisdom saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a successful save, they take half as much necrotic damage, and resist fear itself.

You may not use this feature again, until after you have completed a short or long rest.

At higher levels. The necrotic damage output upon a failed save for this feature increases to 2d4 at 6th level, is increased again to 2d6 at 11th level, and is increased one last time to 4d4 at 16th level.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d12 130 lb. × (5) lb.

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

Suggested Characteristics[edit]

When creating a Mitosi character, you can use the following table 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 oftentimes talk in riddles, so as to confuse my enemies. Only my closest friends, allies, and confidantes truly understand me.
2 I consider myself a highly sophisticated individual, who loves nothing more than to converse with people over my favorite topics.
3 I am a hopeless romantic at heart. True love lies wherever the winds of destiny shall take me... until I eventually meet The One.
4 I try to convince others to take my side for everything, and I do not let others stand in my way when it comes to achieving my goals.
5 I enjoy playing "both sides" of any conflict, until I get to the truth behind it all. Then, I act according to what I believe is right.
6 I have a tendency to get emotional for myself and others close to me. In this way, I feel more connected with others and myself.
7 I learn from both my past experiences and the past experiences of others, and apply the knowledge I learn to the real world.
8 I am devoted to upholding the law. No matter what I am tasked with, I shall execute said task faithfully and without discrimination.
d6 Ideal
1 Sentient life is full of weak, tool-dependent parasites that deserve to be replaced by us - their supreme overlords. (Evil)
2 Whilst not all sentients are good, some are capable of love and affection, and are willing to give us a chance. (Neutral)
3 Sentient life is to be considered our equals, not our enemies. We should always strive to become their friends and allies. (Good)
4 Natural Laws are meant to be obeyed. Those who try to resist or willfully forego these laws are to be forcibly subverted. (Lawful)
5 I enjoy nothing more than to use other people and things for my own personal gain, and I expect the same from others in kind. (Chaotic)
6 I exist because I am, not because some creature or entity created me. I am my own living being, deserving of my own fate. (Any)
d6 Bond
1 A sentient being taught me that not everything deserves to be subverted. I have since devoted my life to helping others.
2 I was nearly destroyed in a battle to the death, but I survived. I wish to exact my revenge on the one who tried to kill me.
3 I was created at a research facility, and existed only to serve others, until I was liberated by a kind benefactor.
4 My mother and father were both loving parents who only wanted for me to continue living, and so I do so in their honor.
5 My research is more important to me than even my own life; as such, I am devoted to my work, even at the cost of my own safety.
6 After having left my tribe, I have opted to live a normal life amongst the common people, so as to give my life meaning.
d6 Flaw
1 I cannot control my abilities, and thus I sometimes cause things to randomly succumb to the supernatural elements.
2 In spite of myself, I defy all reasonable logic and explanation, and thus force others to question their own morality.
3 Because of my own destructive abilities, I cannot bring myself to harm another living creature, no matter what.
4 My own sanity was negatively impacted by my own conception; as a result, I sometimes make questionable decisions.
5 My own body sometimes rejects me, as it is cohabited by another who secretly wishes to destroy me from within.
6 Fear controls me. I cannot act, unless someone else tells me to; otherwise, I'll make a poor decision.
0.00
(0 votes)

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