Nothic (5e Race)

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Nothic[edit]

An eye watches from the dark, sharp claws turn the page of a spellbook, secrets echo through an old tower. this is the nothic, once a powerful wizard it is now a warped shell of its former self. some nothic give in to primal urges and forget themselves completely but others fight to keep the shreds of their old self that they still have left. which kind are you?

Physical Description[edit]

Nothic skin is fleshy and pink in some parts and grey with dark brown bumps in others. jagged spikes stick from their back and large claws extend from their feet and hands. they have one large green eye and sharp bony cheeks.

Nothic Names[edit]

some nothic find their old name scribbled on a book they know is theirs, others make up their own name or don't have one at all. bellow is a list of possible nothic names from their old life or from their new one.

wizard names snail-eye, tome, moon, the weaver, eon the wise, greywind. nothic names cave-wanderer, glare, watcher, bump, mage-eater, husk, truth, whisper.

Nothic Traits[edit]

The cursed shell of a wizard struggling to remember their old life.
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1
Age. Choose another race that you were before your transformation, you gain that race's lifespan.
Alignment. Nothic are often neutral as being stripped of your memories leaves you with few things to care about besides yourself. of course, this does not apply to all nothic.
Size. your size is medium
Speed. Your base walking speed is 30 feet.
Eerie gaze.. You have Darkvison with a radius of 60 feet, additionally you may gain truesight with a radius of 5 feet for six seconds as an action. you may use this feature an amount of times equal to your proficiency bonus and you regain all uses at the next sunrise.
Rotting gaze. At third level, as an action you can shoot a beam of necrotic energy from your eye in 5 foot by 30 foot line. creatures hit by the beam must make a constitution save (the DC equals 8 + your wisdom modifier + your proficiency bonus. a creature takes 1d8 necrotic damage on a failed save.
Weird insight. You learn one cantrip from the wizard spell list. as an action you may choose a creature within 30 feet and learn one cantrip that that creature knows. if the creature is not willing then you must contest an insight check against it's deception check. You can know an amount of cantrips from this feature equal to your proficiency bonus at a time, including the cantrip you start with. When you learn a cantrip from another creature you may choose to replace a cantrip you already know with the new one.
Languages. You can speak, read, and write Common and Undercommon.

5.00
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