The Echoes (5e Race)
From D&D Wiki
Work In Progress |
The Echoes[edit]
“ | I'm not sure what I saw. It looked like a statue, but it kept moving from place to place, faster than I could see. And those things, whatever they were... They seemed to follow it like it was their master. As fast as it moved, they kept up with it. It was all just so creepy. I don't know how else to describe it. | ” |
—Anonymous Researcher |
Physical Description[edit]
The Echoes, though they are the smallest group in the Lesser Host, are also the most diverse, having a wide variety of features between each of the different subraces. All of them, though, can be identified by their sunken grey eyes and tattoos of various promises, quotes, phrases, or pieces of information. They are the fastest of the Lesser Host, and can even outrun a Void Halo when flying. This comes at the cost of their overall hardiness, as they need to be lighter to maintain their speed.
History[edit]
The Echoes are the followers of Azrael the Whisperer, created by Chairon the Wise to serve it and act as its messengers, spies, and envoys of prophecy. They are used by Kurma more than the other sects of the Lesser Host, acting as observers and informants on his behalf. They are also the closest to their master, often going to it for guidance, comfort, or even to just listen to his infinite whisperings.
Society[edit]
The Echoes are the most organized sect of the Lesser Host, having a defined set of clans with distinct roles[1]. The clans are separated by subrace with the Ravens at the top, directing all of the other clans. They gain their role when they reach adulthood and rarely go up or down in the hierarchy afterward. They typically share information freely with each other, but they are known for keeping secrets from other races, including the other sects of the Lesser Host. They also mature much faster and have more agency to do what they want across dimensions than their fellows. And though they may seem like non-combatants, they can become rather terrifying when provoked, especially if there is knowledge, culture, or history being destroyed in their presence.
Echoe Roles[edit]
Echoe Traits[edit]
The Echoes are the shadows in the dark, listening to secrets and whispering hidden truths.
Ability Score Increase. Either your Wisdom or Intelligence score increases by 1.
Age. You become an adult at the age of 100, at which point you cease aging. You are Immortal.
Alignment. Neutral
Size. Echoe subraces differ in height and build. Overall, your size is Medium.
Speed. Your base walking speed is 40 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.
Void Assisted. The power of The Void flows through you. As a result, you do not require food or drink. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. To benefit from a long rest, you must spend at least four hours not moving and doing only light activities. You remain conscious and aware of your surroundings during this time. You can also benefit from a short rest in half the time typically required.
Racial Connection. You can communicate telepathically with other Echoes within a range of 100 feet.
Languages. You can speak, read, and write Common and Primordial.
Subrace. Their are 3 Echoe subraces: Raven, Magpie, and Crow. Pick one.
Echoe Subraces[edit]
Raven[edit]
Ability Score Increase. Your Dexterity score increases by 1.
Size. Ravens stand, on average around 5 - 6 feet tall. Your size is Medium.
Speed. Your gain a flying speed is 30 feet. You cannot use this speed while wearing medium or heavy armor.
Eldritch Flight. As an action, you can imbue yourself with a dangerous amount of power from The Void, tripling your flight speed for 1 minute. After the minute runs out, you take one level of exhaustion. You may also end it early as an action. You can use this trait once between short or long rests.
Vertical Ascent. As an action, or a reaction to a ranged attack, you can instantly launch yourself off the ground, flying up to 15 feet off the ground. If you use this trait as a reaction, this comes after the attack has concluded and damage is rolled. Until the start of your next turn, all attacks against you roll with disadvantage. You cannot use this trait if you are prone. Whilst in combat, you can't use this trait again until you move 0 feet on one of your turns.
Magpie[edit]
Ability Score Increase. Your Charisma score increases by 1.
Size. Magpies stand, on average around 6 - 7 feet tall. Your size is Medium.
Speed. Your gain a flying speed is 30 feet. You cannot use this speed while wearing medium or heavy armor.
Vicious Attacker. You have sharp claws that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier.
Midnight Oil. You have access to the cantrip produce flame. Wisdom is your spellcasting ability for this spell.
Crow[edit]
Ability Score Increase. Your Constitution score increases by 1.
Size. Crows stand, on average around 7 - 8 feet tall. Your size is Medium.
Thick Plumage. Due to your innate magic and your thick plumage, your body has a sort of natural defense. While unarmored, your AC is equal to 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Caw of the Night. You have access to the cantrip eldritch blast. Wisdom is your spellcasting ability for this spell.
Summon Viscious Messengers. Once you reach 5th level, you gain access to the spell Azrael's vicious flock. Wisdom is your spellcasting ability for this spell.
Optional Rule: Servants of the God of Knowledge and Souls[edit]
Back to Main Page → 5e Homebrew → Races
- ↑ It is highly uncommon for an Echoe to get a role outside of their clan (especially if it is high).