Otherling (5e Race Variant)

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Tiefling Subrace[edit]

Design Note: This race variant is applied as a full race rather than a subrace

Where the typical tiefling arises from ancient pacts with fiends and devils, otherlings find their roots in inscrutable relations to creatures beyond the fabric of reality. Maddening alien magic lingers in their bloodlines, altering their form and being.

Just as tieflings aren’t demons, otherlings aren’t aberrations but their heritage is very clear. Their eyes, typically solid white or black, seem to have a slight glow under them. Their skin is cold to the touch, ranging in color through human skin tones into greys and desaturated blues. Their hair is thin, seemingly damaged, and semi-translucent. Horns are much less common on otherlings, but not unheard of. They usually possess tendrils or tentacles, either sprouting from the back of their head or just below where horns would form.

Otherling Traits[edit]

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Languages. You can speak, read, and write common, and speak Deep Speech.
Age. Otherlings age at the same speed as humans for the first part of their life, but upon reaching adulthood their aging slows greatly and they live for around 150 years on average.
Size. Otherlings are built similarly to humans but tend to be wirier. Your size is Medium.
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.
Tentacles. You may choose one of the following varients of tentacles.

  • Prehensile: You possess 2 to 3 fully prehensile tentacles. They can lift and interact with anything you can and give you advantage on checks made to push, pull and lift objects, but they cannot wield weapons
  • Sensory: You possess 2 thin tendrils. They give you advantage on Wisdom (Perception) checks made to hear, and an inherent sense of direction allowing you to always know which way is north.
  • Visual: You possess 1 or even 2 eyestalk-like tentacles. Your darkvision increases to a range of 120 feet.
  • Telepathic: You possess 2 short tendrils or antennae. You can magically communicate simple ideas, emotions, and images telepathically with any creature within 30 feet of you that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Otherworld Magic. When you complete a long rest, you roll a d6 and gain the ability to cast one of the following sets of spells until you complete a long rest again. At 1st level, you gain that sets cantrip. At 3rd level, you can cast the 1st level spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. At 5th level, you can cast the 2nd level spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Otherworld Magic Spell Table
d6 Cantrip 1st-Level Spell 2nd-Level Spell
1 thaumaturgy suggestion alter self
2 light Tasha's hideous laughter darkness
3 message burning hands invisibility
4 true strike magic missile levitate
5 resistance cause fear mirror image
6 mage hand cure wounds spider climb

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