Renag (5e Race)
Renag[edit]
“ | Why is our friend a plant now? | ” |
Physical Description[edit]
History[edit]
Society[edit]
Race Name Names[edit]
Renag given names are usually either a random word, usually a noun, that their parents find amusing, it is also common for their given name to be some form of food (usually one that is common where they grew up), or occasionally their given name is just complete gibberish. Renag Surnames are almost always some type of breakfast food, excluding bacon. Bacon as a last name is reserved for only the greatest of their kind. No one is born a Bacon, and upon becoming one their old surname becomes their middle name.
Given Name: Crepe, Jackalope, Jerbwarble, Ramen, Tower, Werlarg
Surname: Omelet, Pancake, Skillet, Toast, Waffle
Race Name Traits[edit]
Nominated for "most dramatic change in traits caused by rolling a die." The Renag are the humanoid remains of a powerful being fueled by chaos.
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Age. Renag mature at a similar rate to humans. Although they can technically live forever, they die when they believe they should be dying of old age. That point is usually at around 300 years.
Alignment. As the living fragments of a god of chaos, they are usually chaotic in alignment.
Size. Renag are usually pretty tall, but surprisingly light. they tend to be around 6 to 7 feet tall and can weigh between 90 to 150 pounds. Your size is medium
Speed. Your base walking speed is 30 feet.
Normal Vision. Standard issue vision for new recruits (and also any other rank)
Ever Shifting. When you finish a long rest, roll a d8, your subrace changes depending on what you rolled, as shown in the subrace trait. when your subrace changes, you lose all the traits of your old one and any effects caused by it or reliant on one of its traits ends. You are considered a humanoid unless specified otherwise.
Languages. You can speak, read, and write Common and Deep Speech.
Subrace. Determined by the Ever Shifting trait, 1=Aberration, 2=Plant, 3=Ooze, 4=Beast, 5=Undead, 6=Dragon, 7=Celestial, and 8=Construct.
Aberration[edit]
Aberrant Physiology. You gain the aberration creature type.
Aberrant Telepathy. You can speak telepathically to any creature you can see and share a language with, at a range of 10 feet. if you already possess telepathy, increase the range by 10 feet
Aberrant Psionics. You can cast mage hand at will. When cast via this trait, mage hand is invisible.
Plant[edit]
Plant Physiology. You are now considered a plant instead of a humanoid. As such, you are not affected by anything that only affects humanoids.
Photosynthesis. If you spend more than 4 hours in the sun before your next long rest, you do not require food. You still require water however.
Why Is Our Friend A Plant. While you remain motionless, you are indistinguishable from a normal plant, this becomes less effective if you have gear equipped. You can still mimic humanoids well enough to perform somatic components.
Ooze[edit]
Ooze physiology. You are now considered an ooze instead of a humanoid. As such, you are not affected by anything that only affects humanoids.
Amorphous. You can fit through openings 1 inch wide, assuming you are not wearing or carrying anything. You also have advantage on ability checks you make to initiate or escape a grapple.
Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds. You can mimic a human well enough to perform somatic components.
Beast[edit]
Bestial Physiology. You gain the beast creature type.
Natural Weapons. Your unarmed attacks can deal your choice of either bludgeoning, piercing, or slashing damage. Additionally, the damage of your unarmed strikes increases by one die level (what I mean is that if you are something like a monk your unarmed damage is 1d6 at level 1 rather than 1d4.)
Speak With Animals. You can cast speak with animals at will and without using somatic components.
Undead[edit]
Undead Nature. You gain the undead creature type.
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.
Man, I'm Dead. You do not require water. Although you still need food to live.
Shiver Down Your Spine. You can cast chill touch at will. Charisma is your spellcasting modifier for this cantrip
Dragon[edit]
Draconic Physiology. You gain the Dragon creature type.
Breath Weapon. You exhale a 15 foot cone of cold, all creatures in the area must make a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Draconic Resistance. You are resistant to cold damage.
Celestial[edit]
Celestial Physiology. You gain the celestial creature type
Darkvision. You can see in dim light for 60 feet as though it were dim light, and in darkness as though it were dim light. You can't discern color in dim light, only shades of grey.
Healing Touch. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you get this subrace again.
Light Em Up. You know the light cantrip. Charisma is your spellcasting ability for it.
Construct[edit]
Construct Physiology. You gain the construct creature type
Mechanical Nature. You are immune to disease. You also have resistance to poison and advantage on saving throws against it.
Powerful Build. You are counted as one size larger when determining your carrying capacity and how much you can push, drag, or lift.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 10'' | +2d8 inches | 90 lb. | × (1d10) lb. |
*Height = base height + height modifier |
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