Wyrdbound (5e Race)
Wyrdbound[edit]
"Magic is a curse, a gift, and a prison all at once—those who do not break, adapt."
Physical Description[edit]
Wyrdbound are individuals—of any race—who have been irreversibly altered by prolonged exposure to wild, chaotic magic. Their appearances vary widely, but all bear unnatural traits: glowing veins, shifting eye colors, spectral auras, or even fragmented, crystalline skin. Some develop additional limbs, horns, or wisps of shadow trailing their movements. Their bodies often flicker between states of reality, making them appear blurred or translucent at times. The Wyrdbound’s presence disrupts magic around them, causing spells to misfire or take on unintended effects. While some gain remarkable abilities—such as enhanced perception, teleportation, or elemental control—others suffer from uncontrollable magical surges, making them unpredictable and dangerous.
History[edit]
The first Wyrdbound emerged from catastrophic magical events—arcane rifts, divine curses, or experiments gone wrong. Many were once scholars, mages, or warriors caught in magical calamities, forever changed by the forces they sought to control. Unlike Bloodhunters, who willingly take a blood pact, Wyrdbound are chosen by fate, their condition often an unintended consequence of their surroundings. Throughout history, societies have viewed Wyrdbound with fear and suspicion. Some were worshiped as prophets or divine messengers, while others were hunted as unstable abominations. In times of war, kingdoms sought to harness their powers, but few could truly control them.
Society[edit]
The Wyrdbound have no unified society, as they come from all walks of life. Many struggle to find a place in the world, constantly battling the instability of their own existence. Some live as hermits, avoiding civilization to prevent accidental destruction. Others form hidden enclaves, banding together to seek understanding and mastery of their condition. Certain guilds and secret societies seek to recruit Wyrdbound, believing their power to be the key to unlocking deeper magical truths. Some are exploited as living weapons, while others carve their own destinies, embracing the chaos that defines them. To be Wyrdbound is to walk the thin line between creation and destruction, power and madness—forever at the mercy of the arcane forces that twist their very being.
Wyrdbound Names[edit]
Wyrdbound names often have a fractured or mystical sound, reflecting their chaotic nature. Some keep their birth names, while others adopt new ones after their transformation.
Male: Veydris, Malzir, Sylthos, Zarek, Varok
Female: Xyra, Zyntria, Sylvara, Orvaya, Thryssa
Wyrdbound Traits[edit]
Wyrdbound are individuals warped by uncontrollable arcane forces, their bodies and minds forever altered, making them both feared anomalies and powerful conduits of unstable magic.
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Wyrdbound reach adulthood around 18 years and live up to 120 years.
Alignment. The Wyrdbound often lean toward chaotic alignments due to their eldritch origins.
Size. Wyrdbound vary widely in height and build, from 5 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Eldritch Adaptation. You gain proficiency in the Intelligence (Arcana) skill. Additionally, you can cast the mage hand cantrip.
Chaotic Resistance. Choose one of the following damage types: psychic, necrotic, or force. You have resistance to that damage type.
Wyrd Surge. When you take damage, you can use your reaction to unleash a burst of chaotic energy. Each creature within 10 feet of you takes damage equal to your level (your choice of psychic, necrotic, or force damage). Once you use this trait, you can't do so again until you finish a short or long rest.
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.
Eldritch Insight. Starting at 3rd level, you can cast detect magic without expending a spell slot. Once you use this trait, you can't use it again until you finish a long rest. At 5th level, you can cast misty step once per long rest. Intelligence is your spellcasting ability for these spells.
Wyrd Affliction. Your connection to the eldritch forces causes minor, unpredictable effects around you. These effects are cosmetic and harmless, such as faint whispers, the flicker of shadows, or a brief distortion of light.
Languages. You can speak, read, and write Common and one other language of your choice (often Deep Speech or Abyssal).
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 9'' | +2d10 | 150 lb. | × (2d4) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating an Aetherian character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d8 | Personality Trait |
---|---|
1 | Unpredictable – Their emotions and actions shift like unstable magic. |
2 | Restless – Struggles to stay in one place or maintain focus for long. |
3 | Survivor’s Instinct – Does whatever it takes to stay alive, even if it means breaking rules. |
4 | Detached from Reality – Sometimes perceives time, space, or people in a strange way. |
5 | Darkly Humorous – Uses sarcasm and grim wit to cope with their condition. |
6 | Rebellious – Resents authority and refuses to be controlled. |
7 | Curious – Drawn to forbidden or dangerous knowledge, despite the risks. |
8 | Loyal to Few – Keeps a close circle of trusted allies but remains wary of others. |
d6 | Ideal |
---|---|
1 | Chaos – "Order is an illusion; the world is ever-changing." |
2 | Power – "I am what the arcane made me—I will not be weak." |
3 | Acceptance – "I may be different, but I will find my place." |
4 | Freedom – "No one owns me—not fate, not kings, not gods." |
5 | Destruction & Creation – "Magic is neither good nor evil—it simply is." |
6 | Control – "If I don’t master my power, it will master me." |
d6 | Bond |
---|---|
1 | A Mage’s Betrayal – "I trusted them, and they turned me into this—I will have my revenge." |
2 | The Arcane Scar – "Something in me is broken, and I must find a way to fix it." |
3 | The Wyrdbound Enclave – "There are others like me out there, and I must find them." |
4 | A Talisman of Stability – "This artifact helps me control my magic—I cannot lose it." |
5 | A Haunted Past – "The accident that made me what I am still follows me." |
6 | The Mage-Hunters – "They want me dead. I must stay one step ahead." |
d6 | Flaw |
---|---|
1 | Volatile Magic – Their power is unstable and sometimes acts against their will. |
2 | Paranoid – Believes someone is always watching or hunting them. |
3 | Reckless – Takes dangerous risks, believing they are already doomed. |
4 | Guilt-Ridden – Blames themselves for a past magical catastrophe. |
5 | Addicted to Magic – Feels withdrawal if they don’t use their abilities regularly. |
6 | Self-Destructive – Pushes themselves beyond their limits, disregarding personal safety. |
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