Object Head (5e Race)

From D&D Wiki

Jump to: navigation, search


Object Head[edit]

Born from the absence of a community some object heads seek refuge in others from loneliness but some prefer the isolation.

Physical Description[edit]

Object heads can be any number of things, from Lanterns to Spyglass to floating eyeballs. Tend to be tall and lanky with a strange object floating where their head should be. Your Object that you choose is based on your sub-race. they take the form of a male or female but as an objct they do not realy hold to one gender and can change or stay to their liking.

History[edit]

The origins of an object head is unclear and unrecorded as the case of finding an object head is very slim. They tend to appear in ruin villages or houses and vary in many different forms from lanterns, to spyingglass, and other various objects. it has been found that different object heads have different traits. Your kind is not looked upon kindly by other races, when found you are most likely to be enslaved or taked to the alchemists as test subjects.

Society[edit]

Most object heads tend to live in small cities or towns that accept them. Other than the fact that they don't have normal heads, they act like any normal race.

Object Head Names[edit]

The object head itself is more of an augmentation than a born race. They tend to either go with their original name or pick a name of their likings so their names vary vastly.

Object Head Traits[edit]

an Object head.
Ability Score Increase. Your Constitution score increases by 2.
Age. Object Heads live until their heads are either broken or they give into the elements of nature. They can live anywhere from 20-1000 years.
Alignment. Object Heads lose all life and memories from once they gain the augmentation. The tend to sway more towards neutral until they figure things out.
Size. Any race can have the Object Head augmentation, so sizes can range from 3ft to 9ft. 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.
Object Head. Having an item as your head has its perks, aside from the fact that you have forgotten your past. You don't need to eat, drink, or breathe.
No Eyes. You have no eyes, yet you can see. You have proficiency in Perception checks. You can't be blinded, this may not apply if you have a specific viewing part such as a spyglass or eyeball.
Languages. You can speak, read, and one other language that relates to your origin of where you where made.
Subrace. Object heads can have a wide variety of heads. Choose one from the following: Light Heads, Sound Heads, Organic Head, Magical Head, Melee Head, Ranged Head, or, if you don't fit in any of those categories, Miscellaneous Head.

Light Head[edit]

Light Heads can be anywhere from Lanterns to Candles to Floating fire.

Ability Score Increase. Your Charisma score increases by 1.
Beam of Light. As an action, you may use your head to activate a 15-foot radius sphere of light around you. Creating light for your allies.
Magical properties. Your new head is keeping you alive somehow. You can cast the cantrip light.
Celestial Properties. Your head has been blessed to emit some kind of light. You can speak, read, and understand Celestial.
Fire Head Language.. Light Heads can speak the language of light. Your emotions change the color of the light and the strength of it, when you're angry the fire on your head will grow stronger and deal 1d4 fire damage.

Sound Head[edit]

Sound Heads can be anywhere from Bell to Musical instruments to Music Box.

Ability Score Increase. Your Dexterity score increases by 1.
Super Sonic Boom. As an action, you can send out a shockwave of sound that overpowers creatures sensory systems, every creature within 10-feet of you must make a Constitution saving throw or be stunned. You can use this trait again after a long rest.
Magical properties. Your head is keeping you loud and proud. You can cast the cantrip thunderclap.
Bardic Influence. Whither it's the beat of a drum or the chime of a bell, you know how to make yourself known. Your head can be used as a musical instrument for casting bard spells if you are a bard. You gain proficiency with the instrument that is your head.
Sound Gead Language. You speak the language of the most booming thing you can think of, you can choose one language you think to be the loudest.

Organic Head[edit]

Organic Heads can be anywhere from Potted plants to Logs to Floating eyes.

Ability Score Increase. Your Constitution score increases by 1.
All terrain. As far as nature goes, you are an expert on it. You have proficiency with Nature and you can cross over difficult terrain as if it were normal terrain with the exception of water.
Magical properties. Your new head is keeping you alive somehow, so the nature gods have gifted you the ability to cast the spell of a druid. You can cast the shillelagh.
Druidic Infusion. The Primals have most definitely blessed your head with some nature magic. You may use your head as a druidic focus for casting druid spells
Head Language. You can somehow understand the language of the primals. You can speak, read, and understand Primordial
Organ Head. you get this trait if you chose a human organ as a your head. What ever body part you chose the ability of that organ is increased, for example; an eye you see further and wider, a liver you are more resistant to poison or desease through injestion. However these parts become your weakness as an oran placed outside the body.

Magical Head[edit]

Magical Heads can be anywhere from Glass orbs to Wands to Floating crystals.

Ability Score Increase. Your Intelligence score increases by 1.
Magic Focus. Your head has some cool properties. You are able to use your head as a spellcasting focus for you magic.
Definitely magical properties. Your new head is keeping you alive somehow. You can cast 2 cantrip of your choice.
Head Language. You learn the language of the land where magic came from. You can read speak and understand Sylvan.

Melee Head[edit]

Melee Heads can be anywhere from Swords to Hammers to Spears.

Ability Score Increase. Your Strength score increases by 1.
Using your head. When someone says "use your head", you take it literally. You are able to use your head as a weapon. You are always proficient with your head and you can't be disarmed. Your head does 1d8 damage.
Magical properties. Your new head is keeping you alive somehow, so you start to activate the internal magic stored in your new head. You can cast the booming blade when you focus
Infused Weapon. Your head seems enchanted somehow... You may use your head as an infused item for casting artificer spells. This does not count against your total number of infused items.
Head Language. You have learned to speak the language of dwarves, creators of weapons. You can read, speak, and understand dwarvish.

Ranged Head[edit]

Ranged Heads can be anywhere from Bows to Crossbows to Firearms.

Ability Score Increase. Your Dexterity score increases by 1.
Team up. When someone says "use your head", you leave that to someone else. You have a ranged weapon attached to your head, but you can't use it or detach it. Willing or unwilling someone is able to use your head as a ranged weapon and deal 2d6 damage.
Magical properties. Your new head is keeping you alive somehow, so you start to activate the internal magic stored in your new head. You can cast the hunter's mark
Infused Weapon. Your head seems enchanted somehow... You may use your head as an infused item for casting artificer spells. This does not count against your total number of infused items.
Head Language. You learn the language of dwarves, the creators of hand crafted, fine, long range weaponry. You can read, speak, and understand dwarvish. you also may pick elvish instead of dwarvish if you are a longbow or shortbow

Miscellaneous Head[edit]

Miscellaneous Heads can be anywhere from Spades to books to spyglasses or bottle of liquid.

Ability Score Increase. You may choose a score that increases by 1.
The Catch All. Most people don't know what to do with you, neither do you. You may choose one skill and a tool you are proficient.
Magical Properties. Your new head is keeping you alive somehow. You may choose one cantrip to use.
Head Language. You somehow know one language, nobody knows how, you just do. You may choose one language (exotic or not) that you can understand if you are a book you may choose one additional language.
Long Sight. if you are a spyglass or a wearable device to improve sight you get this trait. you are able to see double a avarage human and can see movements in the dark but not distinct anything specific.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +1d6 70 lb. × (2d4) lb.

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

5.00
(one vote)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: