Topper Geist (5e Race)
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Physical Description[edit]
Topper Geists take the appearance of floating clothing. Hatter Geists are hats with their hands being empty gloves and their bodies floating cloaks sometimes wear masks to give them more of a sense of a body and an identity. Armor Geists look like floating chest plates of armor with a top hat. Control Geists look like Hatter Geist and like the Hatter Geist their hat is normally a top hat. Warp giests look like Hatter and Control Giests but occasionally seem to warp and glitch unexpectedly. Leech giests are a horror as the bottom of their hat is filled with rows of teeth and leeching mouths their hat is normally sinister-themed or fancy to draw people's attention and put them on. All possess two dark voids for eyes which float where most would assume the head would be.
History[edit]
Coming To Be
The history of the Topper Geist is not completely known. Some Topper Geists remember a foggy past life. Most researchers have concluded that Topper Geists are articles of clothing that have gained sentience by gaining the life force of another being. How this originally started to happen no one knows but historians believe that long ago a cult of an ancient hat god created them. They cast an ancient ritual that turned people into Topper Geists bound to haunt the clothing they were wearing until death. Years passed and the cult fell leaving the Topper Geists to fend for themselves. Topper geists have spread their numbers through divine rituals with willing participants or in the case of leech geists, sacrifices to spread their curse.
Hatter Geists
Hatter geists were created as wizards and spell casters. They found the unique ability to launch objects stored in themselves. They are the most common topper geists and can be found almost anywhere. Groups of hatter geists live in clans and set up bases right under people's noses. There is only one rule in hatter geist society. Never harm or bring the downfall of another hatter geist in the clan. Whatever else goes. This rule has caused some clans to hate outsiders.
Armor Geist
Armor Geist was created from the cult warriors and unsuspecting mercenaries the cult had hired or captured. They are the second most common topper geist. Most commonly, they are found in keeps and castles silently standing guard. Some live in hatter geist society as guardians. Groups of armor geists occasionally become mercenaries and swords for hire and sell themselves out to the highest bidder.
Control Geist
Some hatter geists found a way to transform their hat with illusion magic and use it to control people. These hatter geists became what is now known as Control Geists. They usually live by themselves or in a small group in a big city. When they do live in a big group they can be know to cause chaos and undermine the society they inhabit. A community of control geists can have a thieves guild and no one would ever know they were there or who ran it.
Warp Geist
Other transformations were not so successful as some became unstable and occasionally warped inside themselves and teleported to other locations. Later dubbed as warp geists they have since mastered their unusual nature of themselves to their advantage. They are found traveling alone as they were all teleported during their transformation. When they form a society they get along quite well as they train each other to harness the world's chaos. Some have made outposts in Limbo and using the chaos there to further bolster their power.
Leech Geist
A small group of Topper Geists made a pact with an ancient dark deity that gave them more power. They were granted the ability to leech onto people and drain their life giving them a more hideous true form. They would regret this pact as they now scavenge the world looking to feed on unsuspecting victims. Some look to remove this curse and others embrace it. They hid in plain sight or embraced society's evil but hid their true nature.
Topper Geist Names[edit]
Topper geists do not have a normal set of names as they have kept names from their previous life or taken new ones from other races. So they can have any name. Some take the name of random objects. Most names are the first object they saw when they awoke such as chair which is one of the most common names in topper geist society
Topper Geist Traits[edit]
Ability score increase. Your Constitution score increases by 2.
Age. Topper Geists slowly age and show weathering but can live up to a millenia.
Alignment. Topper Geists are typically neutral as most do not carry a moral compass from their past life.
Size. All together you are about 4 feet tall with some height extra from your cloak your size is small.
Speed. Your base walking speed is 5 feet. You also have a flying speed of 30 feet.
Unnatural Build You can not wear armor naturally and can not wear backpacks or anything that requires arms or shoulders. You can replace parts with other parts of magic parts. For example, if you have a robe of the archmagi you can replace your robe with the robe of the archmagi. It takes 5 minutes to complete this process.
False appearance You can not be discerned from a normal top hat, robe, and a pair of gloves or armor well you are motionless on the ground.
Construct nature. You do not need to drink, eat, or breathe. You have resistance to poison damage and advantage on poison saving throws.
Languages. You can speak, read, and write Common and another language your past life spoke.
Subraces[edit]
Hatter Giest[edit]
Hatter Giests are people cursed to haunt magicians' clothing which consists of a top hat a cloak and a pair of gloves.
Ability score increase.Your Dexterity score increases by 1.
Natural armor You have an ac of 10+your proficiency bonus+your dex modifier well you are not wearing armor.
Magic hat You can remove the hat connected to your body and store objects in it. It functions as a bag of holding and at 5th level functions as a Heward's handy haversack. If you put an extra-dimensional object such as a bag of holding it does not create a rift to the astral plane as normal instead the object is expelled from the had as if it was flung with a fling object at the nearest target.
Vanish You can disappear into your hat as a bonus action giving you a plus 3 to your ac and you are prone, your speed is 0 and can't increase, you have a disadvantage on Dexterity saving throws, you can't take reactions, and can reappear as a bonus action.
Fling object You can launch an object from your hat at a creature within 60 ft of you. The creature takes 1d10 damage (the dm decides what damage makes the best sense for the object) and the item lands at the feet of the target. The damage increases to 2d10 at 7th level 3d10 at 11th and 4d10 at 17th.
Armor Giest[edit]
Armor Giests are bound to a suit of armor that floats in the middle area of their body
Ability score increase.Your Strength score increases by 1.
Natural Armor You can choose one medium or light armor type that floats in your body. You gain ac well not wearing armor equal to the ac of the armor chosen plus your con modifier (You must be proficient in the armor type to use it). You can switch this armor out for other medium or light armor at any time.
Searing Ray As an action, you can cause a beam of pure energy to emit from your face. you can target one creature you can see within 60ft of you. That target takes 1d10 radiant damage. The damage increases to 2d10 at 7th level 3d10 at 11th and 4d10 at 17th.
Vanish You can disappear into your armor as a bonus action giving you a plus 5 to your ac and you are prone, your speed is 0 and can't increase, you have a disadvantage on Dexterity saving throws, you can't take reactions, and can reappear as a bonus action.
Powerful Build You count as one size larger for lifting and carrying objects and can wield heavy weapons with no downsides.
Control Giest[edit]
Control Geists gained the power to control other people with their hat.
Ability score increase.Your Charisma score increases by 1.
Mind control Using your hat you can make an attack roll targeting one living target. On a hit, they must make a Wisdom saving throw (the dc is your spell-casting dc or 10+your Charisma modifier+your proficiency bonus. On a hit, you teleport to their space and gain the effect of your vanish trait. You instead control the target of the effect such as moving up to its speed and use actions, and bonus actions. When you move the target you move with them. When the target of the control dies well you are in this form you die as well.
Natural Armor You have an ac of 10+your proficiency bonus+your dex modifier well you are not wearing armor.
Vanish You can disappear into your hat as a bonus action giving you a plus 3 to your AC and you fall prone, your speed is 0 and can't increase, you have a disadvantage on Dexterity saving throws, you can't take reactions, and can reappear as a bonus action.
Warp Giest[edit]
Warp Giests gained the power to phase in an out of existence for quick travel by folding themselves inside themselves.
Ability score increase.Your Dexterity score increases by 1.
Warp As a bonus action you can teleport up to 30ft in any direction and choose one of the following effects.
Unstable Warp: Anyone within 10 ft of you takes 1d10 force damage.
Speed Warp: Double your movement speed this turn.
Protective Warp: Add two to your ac until the end of your next turn.
Warped Dodge At 5th level you gain the ability to narrowly dodge attacks by warping. When you are hit by an attack you can use your reaction to cause the attack to miss and teleport up to 30ft in any direction
Vanish You can disappear into your hat as a bonus action giving you a plus 3 to your ac and you are prone, your speed is 0 and can't increase, you have a disadvantage on Dexterity saving throws, you can't take reactions, and can reappear as a bonus action.
Leech Giest[edit]
Ability score increase.Your Charisma score increases by 1.
Draining Leech If at any time you are being worn by another creature you can use an action to leech onto them. Well leeched onto them you move with the target and can not take actions or bonus actions except to end the leech as a bonus action. At the beginning of the targets turn they take 1d10 necrotic damage and you gain hp equal to half of the damage rounded down any extra healing is turned into temporary hp, but the amount of temporary hp you have from this can never be more than your level. The damage increases to 2d10 at 7th level 3d10 at 11th and 4d10 at 17th. You can only be removed from a leech if the target or another creature uses there action to make a strength check to pry you off (Dc is equal to 10 + pb + cha)
Cursed nature You need to consume people to survive. If you have not used your leech ability on a creature in the past 24 hours you gain one level of exhaustion. When you use the leech feature lose all exhaustion gained this way. Exhaustion gained this way can only be removed by using the leech feature. You can not gain exhaustion from any other source.
One With Fear You have advantage on saving throws against being frightened.
Vanish You can disappear into your hat as a bonus action giving you a plus 3 to your AC and you are prone, your speed is 0 and can't increase, you have a disadvantage on Dexterity saving throws, you can't take reactions, and can reappear as a bonus action.
Random Height and Weight=[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
3′ '' | +1d4 | 1 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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