Unmade (5e Race)
Unmade[edit]
It is a dark day when something comes into shape, without the gods willing it to happen. An unmade is a creature that is created when a god spills blood, usually in combat, and the blood is then filled to the brim with dark energies. Unmade are beings that are condemned by the gods themselves, and are all across the world, looking for a purpose when they were created without one.
Physical Description[edit]
A being of no exact shape, with a cloak of shadow surrounding them at all times. All unmade are usually vaguely humanoid and can take on human forms if they so wish, however certain unmade have been encountered that took on other forms, such as animals. However, all have to define traits that distinguish them from other unmade, such as having their two legs merge into a snake's tail, or having their bodies covered with thousands of white, glowing, eyes. They are genderless but can develop to be either.
History[edit]
The unmade appear in the earliest recorded history, in the 60th year. Few in number, they did not cause many problems for the civilized races, and thus faded into the annals of history, even though their kind did not go extinct. The unmade are ancient, of that there is no doubt, they have been known to interact with mortals, aiding them either through direct interaction, or through infusing weapons and artifacts with their own power. They aid mortals to help silence a deep rooted longing, their very essence longs to return to the god they once descended from, even though this is practically impossible, if said god, doesn't want them back. In some instances some unmade were worshiped by mortals, due to them originating from gods, however this worship more often than not had taken the form of secretive cults.
Society[edit]
Due to the fact that gods rarely spill blood, and even rarer that it is corrupted completely enough that unmade are able to form, there are too little of them to have made a society. Unmade are generally jealous of those in any given society, and prefer the company of those who aren't in one, if at all. Because of this, unmade either view governmental authority with disdain, or simply respect their demands in front of them, but completely ignore it afterwards. Unmade do often times aid societies indirectly, through helping other individuals who themselves choose to help society.
In mortal society, the material bonded, often tend to be seen as dark relics, useful in helping heroes (This reasoning is why unmade may partake in campaigns who serve to aid society, the unmade allow this however, because it helps feed their deep longing), the flesh bonded has simpler reasons, it follows whoever it is bound to and aid them, and them alone (If the host were evil, they would do evil deeds, and if the host were good, they would refrain from doing evil, they would do anything to help build up their host).
Unmade Names[edit]
They are generally unnamed, but they may decide to name themselves. Thus it could be literally anything. The trend among unmade is to name themselves after either jobs or tasks they find pleasurable or people whom they have built an admiration towards. They have also been known to name themselves after animals, or religious iconography, in cases where the unmade aided mortals who themselves were extremely religious.
Unmade Traits[edit]
A drop of a god's blood, flooded with darkness.
Ability Score Increase. Your Constitution increases by 1
Age. Unmade were not created by gods; rather, they were formed from their viscera, and, as such, they live until they are killed, either by poison or blade.
Alignment. They tend to be closer to the chaotic and evil personalities, as they do not understand that they are doing anything wrong.
Size. Your base size is Medium.
Speed. Your base walking speed is 30 feet and a fly speed of 20 feet. In order to use this flying You cannot be wearing armor
Fiend (Demon). Part of the energy that went into your creation bubbled up from the Abyss. Your type is Fiend. You have advantage on saving throws to being charmed or grappled, and magic cannot put you to sleep. You also have Darkvision of 60 ft. You have resistance to poison damage. You can breath air and water.
Armor of the Dark. You cannot gain proficiency in armor as your physical form isn't solid enough for that; however, your Unarmored AC equals 10 + your dexterity modifier + your constitution modifier.
Drone. Instead of sleeping, you enter a meditative state, remaining semiconscious much like elves do for at least 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Once you reach 3rd level, you can cast the Sleep spell once per day. Every 4 levels, you may cast sleep as a spell slot 1 level higher (2nd-level at 5th level, 3rd level at 9th level, 4th level at 13th level, and 5th level at 17th level).
Languages. Common, Abyssal and Primordial.
Flesh Bonded[edit]
- This is a subrace, it may only be chosen however when you have another player to bond with.
Ability Score Increase. Charisma +2
Bonded. When you create your unmade character, choose one other player character to be bonded with. Work with that player and your DM to decide how the bond occurred, using your respective backgrounds as a guide. The other player character is known as your host. You can communicate telepathically with your host if they are within 1 mile of you.
Mimic Sleep. When your host is sleeping or in a trance, you can enter their body if you can move to its space. While you are in your host's body, you cannot be the target of an attack. If they are sleeping, you, also, are sleeping; if they are in a trance, then you are also in a trance. When the host wakes, you appear in an empty space within 5 feet of them. If you were in the host's body for the full duration of their sleep or trance, you also benefit from a full sleep.
Material Bonded[edit]
- This subrace is what you are if you don't have another player to bond with.
Ability Score Increase. Intelligence +2
Object Home. Unlike the flesh bonded, you make your home in an object. This object can be of any kind (Even enchanted), but would usually be linked with you through your past. While you enter the object you enter a meditative state, much like that of elves for at least four hours. There are various effects that follow due to your bond with that object: If the object is a blade it would deal an extra 1d6 necrotic damage. If the object is a piece of armor or jewelry it would grant the wearer a resistance to necrotic damage. Note that this means you cannot wield/wear your bonded item. Additionally the object you are bonded to, in case it is a wearable item, cannot be removed unless you will it to be removed from someone who wears it.
Twisted words. You are capable of driving another being mad as a bonus action. If an intelligent creature holds your bonded object, they must make a Wisdom check with your Charisma as it's DC. If they fail they are inflicted by short term madness.
Random Height and Weight[edit]
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
6′ 5″ | +1d4 | 100 lb. | × (1d10) lb. |
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