The Taken (5e Race)

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The Taken are creatures from the Ascendant realm who seek to destroy the light and take everything.


The Taken[edit]

Physical Description[edit]

Taken resemble their former selves for the most part, but are rather ghost-like, shadowed with darkness and eerily glowing, with a blindingly bright orb in the center of their face, typically obscuring any facial features they might have. Many Taken are seen to convulse or shiver constantly in a horrifying manner, and their vocalizations are warped into shrieks and howls. As a Taken continues its existence, the most powerful Taken have commonly been seen to grow unique pairs of dark, curving spikes from their bodies.

History[edit]

Relentless and merciless, the taken are a race of beings that were once other creatures from different aspects of life who were pulled into the ascendant realm to have there will destroyed and replaced with the will of the deep.

Society[edit]

The Taken come from a corrupt realm and want nothing but to hunt and destroy all that is light. To summarize: They follow no society rules whatsoever, as the only being they ever respect are other taken. However, the Taken obey the hive god Oryx, also known as the Taken King, in which they will bow to him without question, and do as he says, which is typically killing someone or something. The Taken are dangerously loyal to their master(s), and will turn on former allies without hesitation. Even strong-willed enemies are incapable of resisting this change. While all Taken are forever bound to do as their master commands them, most powerful Taken creatures retain a degree of independent thought and initiative, mostly at the discretion of the master themselves.

Taken Names[edit]

Taken names will remain the same as what their names were before their transformation into a Taken. Names can be from several different races, or they can simply be nameless.


Taken Traits[edit]

Ability Score Increase. Taken undergo a painful and monstrous transformation giving them supernatural power. Increase an ability score of your choice by +2. This does not affect a score already at 20.

Age. Taken are indefinite and do not age. When a taken is slain it is pulled back into the Ascendant realm to be regenerated in 1d4 days.

Alignment. Taken are Chaotic Evil by there very nature but powerful creatures who become taken have a say so in what they want their alignment to be.

Size. The size of a Taken is determined by the creature's original size before it was taken. Sizes range from Small to Gargantuan.

Speed. Your base walking speed is 30 feet.

Limited Teleportation. You can teleport up to 10 feet from your current position to an unoccupied space.

Superior Dark Vision. You have 60 ft Superior Dark vision.

Warped Elements. Any element that was utilized by a creature before being taken is now the negative version of that element.

Match Game. Taken have elemental shields that cannot be broken effectively unless hit by the same element. Any Atk that does not match the shield element sufferers a -2 Atk against AC. Choose one of the following elemental shields: lightning, Fire, Necrotic.

A new "Knife". Upon becoming taken A creature gains a new Ability known as a "Knife" to help aid them in battle. Choose 2 (If DM allows) otherwise choose 1 of the following Abilities to cast at will.

Spitfire(60 ft sphere). As an action you lob 5 bolts of lingering flame onto 5 different 5 ft tiles. Lingering flame consumes these tiles for 2 minutes and deal 2d8 fire damage anytime a creature enters, starts or ends its turn on the tile.

Split. As an Action you create a exact clone of yourself with all of your abilities. This clone has half your max hit points and cannot use your "Knife" ability. It is treated as a PC until it is killed or reset at dawn. When summoned in combat it takes your initiative roll (DM discretion).

Retaliation swarm. As a bonus action you can conjure up 3 void orbs that orbit you overhead. When hit by an attack the 3 orbs fly toward your attacker and do 2d6 per orb. DC save equal to your DEX score. Successful save takes half damage and a fail takes full.

Blast. As a reaction when being attacked and during opportunity of Atk against a creature moving away from your 5ft radius you conjure up a massive repelling blast that throws a creature away 30ft dealing 2d10 force dmg and knocks them prone. DC 16 Con save. If successful, the creature is knocked only half distance, takes half damage and is not knocked prone. On a failed save, the creature is knocked back full distance, takes the full damage and is knocked prone.

Axion dart. As an action conjure up an Arc charged bolt of darkness that seeks a target of your choice. Hit is guaranteed as the bolt moves around all cover and homes in on target. Deals 3d6 Lightning Dmg.

Languages. You speak through telepathy and can understand and be understood by any creature you interact with using your otherworldly abilities.


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