Zhorath (5e Race)
Zhorath[edit]
The Zhorath are enigmatic beings born from an explosion of pure energy emanating from places where the presence of powerful gods is constant. Though not divine themselves, their existence is inextricably linked to the cosmic forces that created them, making them living vessels of this intense energy. Their humanoid form, yet ethereal, is marked by unusual skin tones, such as silver, deep blue, or a faint iridescence, and their eyes glow with a soft light, reflecting the deep connection to the divine plane that birthed them.
Able to perceive and even manipulate the arcane and spiritual energies that surround them, the Zhorath live in constant introspection, seeking to understand their true purpose. They do not serve the gods, but their bond with divine forces makes them sensitive to changes in the higher planes and the shifting tides of the cosmos. Many Zhorath dedicate their lives to the pursuit of balance, whether as scholars of divine energy, guardians of sacred sites, or mediators between the material and spiritual worlds.
Although gifted with great power and wisdom, the Zhorath face the challenge of defining themselves outside the domain of the gods who created their race. They are known for their reserved nature but also for their insatiable curiosity about the world and their unique ability to understand the energies that permeate reality.
Always Remarkable[edit]
In the realm where mortals walk the mundane path, oscillating between the shadows of virtue and the whispers of wickedness, a Zhorath stands as an enigmatic anomaly, defying the commonplace with an aura that transcends casual scrutiny. These extraordinary beings may traverse epochs without arousing substantial attention, yet when destiny beckons, they unfailingly reveal their essence as paragons of unparalleled altruism or harbingers of cosmic malevolence. Possessing a profound reservoir of potential for benevolence or maleficence, the Zhorath are cast in hues of resplendent virtue or abyssal darkness, leaving scant room for the ambiguous shades that cloak the souls of mortals.
The Zhorath weave an intricate dance between their divine origin and their earthly roots in mortal society. Cloaked in the guise of their mortal kin, these exceptional beings navigate the complexities of human existence. Some, embraced as paragons of virtue and celebrated for their connection to higher powers, ascend to positions of influence, their divine traits garnering adoration. Others, haunted by the shadows of their cosmic heritage, walk more secretive paths, concealing the luminous ichor flowing in their veins beneath the facade of commonplace lives. Within mortal society, the Zhorath embody a dichotomy, bridging realms with a precarious balance — navigating the mundane while concealing the extraordinary, forever caught between the allure of divine destiny and the subtleties of mortal existence.
Chronicle[edit]
Since the dawn of time, when gods ruled their domains with incomprehensible power, vast waves of pure energy emanated from their realms, touching the material world in unexpected ways. The Zhorath are born from this energy, creatures shaped directly by this cosmic force, created by powers so vast that they cannot be attributed to a simple act of divine generation. Each Zhorath is formed from an outpouring of energy originating from a god’s domain, with their appearance and traits altered by the nature of the power that created them.
While some Zhorath may emerge from sources of radiant light and purity, others might be forged from dark, desolate realms, reflecting the energies of the domain from which they originated. Their forms vary greatly, and their powers are equally diverse, mirroring the character of the plane or domain from which their essence was drawn. The destinies of the Zhorath are intertwined with the potential to become heroes of cosmic grandeur or anti-heroes struggling against the forces that shaped them, carving their own path between the extraordinary and the mundane.
The chronicles of the Zhorath intertwine with tales of cosmic energy, echoing through the ages the legacies of their origins. Some seek to understand the true nature of their creation and what their energy means to the world, while others embrace the power that birthed them, becoming an extension of their origin’s domain. Their paths are as varied as the domains of the gods themselves, and their destinies often cross the divine forces that shaped them, though they are not servants of these deities. Talk with your Dungeon Master about how a Zhorath would fit into the campaign.
Just as a cleric has a connection to their deity, a Zhorath shares a bond with the cosmic energy of their origin’s domain. However, this connection is more fluid and unpredictable. In some cases, a Zhorath may feel the presence of powerful divine energies influencing their path, but these encounters are rarely as direct as a cleric’s relationship with their god. Depending on the nature of the domain from which the Zhorath originated, they may be touched by visions, guidance, or even powerful revelations, but they might also be left at the mercy of cosmic forces without the direct intervention of a deity.
The relationship between a Zhorath and their origin is complex: some embrace the energy that created them, while others may feel distanced from it or even repulsed by the connection. Some may not even understand their true origins or be aware of the cosmic forces that shaped them. Typically, the discovery of this origin or the first contact with the energy that created them can define the Zhorath's path, a pivotal moment that will be determined by the Dungeon Master.
Zhorath Traits[edit]
Humanoids created by a surge of energy emanating from a divine domain.
Ability Score Increase. Your ability scores increase depending on your Divine domain Divine Domain.
Age. Zhorath are born from powerful cosmic energies, granting them a lifespan far beyond that of mortals. Their aging process does not follow typical mortal patterns, as their existence is sustained by the primordial force that created them. While not immortal, Zhorath can live for millennia, with their health and vitality often remaining stable until the energy that sustains them begins to wane or is disrupted. On average, a Zhorath can live between 800 and 1,200 years, depending on their connection to the divine domain from which they originated. For them, time is often experienced as fluid, like the energy that birthed them, with aging more tied to spiritual and energetic changes than physical ones.
Alignment. Zhorath are as diverse as the cosmic forces that birthed them. Their nature is shaped by the energy of the divine domain from which they originated, influencing their moral inclinations. However, there is no inherent lean toward good or evil; a Zhorath's alignment is deeply affected by their connection to the cosmic energy that created them and how they choose to interpret that connection. While they are not directly influenced by a "divine parent," many Zhorath may feel an attraction to the essence of their origin’s domain, guiding their choices and behaviors in ways that reflect the nature of the power that brought them into being.
Size. Zhorath do not have a fixed physical form, as their appearance is shaped by the cosmic energy that created them, mirroring the traits of humanoid races present near the site of the explosion that gave birth to their existence. Thus, a Zhorath’s appearance can vary widely, but always reflects an idealized version of the local humanoid race, with physical traits aligned to the environment around them. They may have the height and build of any nearby humanoid race, whether elf, dwarf, human, or others, but all Zhorath share the same medium size, regardless of the diversity in their physical features.
Speed. Your base walking speed is 30 feet.
Cosmic Mark. Your connection to the cosmic energy that birthed you is strong and unmistakable, and it can be sensed by other creatures. Creatures with the celestial, fey, or fiendish creature types, as well as those with a connection to the divine or energetic planes, know you are a Zhorath. A successful Intelligence (Religion) check against your Charisma (Deception) check can reveal the origin of your energy, allowing others to discern which cosmic domain or sphere you hail from. In addition, if you are of a divine class such as cleric, you must choose the domain that reflects your origin..
Divine Domain Heritage. You are innately attuned to the cosmic energies that shaped your existence, granting you an exceptional affinity for the forces of the divine domains from which you were born. Choose an option from the Divine Domain Ability Score Increases that corresponds to the cosmic origin of your existence.
Divine Domain. Your existence is bound to the cosmic forces that shaped you. Choose a divine domain that aligns with the celestial or cosmic nature of the explosion that birthed you. From the Divine Domain Traits section below, select three options from the General Traits and two options from the Specific Traits that reflect the divine nature from which your energy was born. This must be the same option you chose for your Divine Domain Heritage.
Shared Heritage. Due to the circumstances of your birth, you inherit a trait from the race that was present in your environment. Choose one racial trait from the race your character resembles.
Languages. You can speak, read, and write Common, as well as the cultural language of the society of the place where the cosmic explosion that birthed you took place, if different from Common. Additionally, you have the innate ability to speak, read, and write the language of the divine plane or origin from which you were born.
Divine Domain Ability Score Increases[edit]
Your ability scores increase based on the Divine Domain of the cosmic force from which you were born. If your cosmic origin is tied to more than one Divine Domain, choose one to align with. The domains are Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War.
Arcana Your Intelligence score increases by 2, and your Charisma score increases by 1.
Death: Your Constitution score increases by 2, and your Intelligence score increases by 1.
Forge: Your Intelligence score increases by 2, and your Constitution score increases by 1.
Grave: Your Constitution score increases by 2, and your Strength score increases by 1.
Knowledge: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Life: Your Constitution score increases by 2, and your Charisma score increases by 1.
Light: Your Charisma score increases by 2, and your Strength score increases by 1.
Nature: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Strength: Your Strength score increases by 2, and your Charisma score increases by 1.
Tempest: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Trickery: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
War: Your Strength score increases by 2, and your Constitution score increases by 1.
Divine Domain Traits[edit]
Select three of the general traits below, provided you meet the divine domain prerequisites. Then select your domain, and two specific traits.
General Traits[edit]
- Death Resistance.
Prerequisite: Must be either the Life or Death Domain
Your divine power pushes your body to continue living. You have advantage on death saving throws, and you know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.
- Environmental Adapt.
Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 30,000 feet. You also naturally adapt and resistant to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide. Also, you have superior vision in dark and dim conditions. You become able to see in the dark and gain Darkvision. Now 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.
- Godly Endurance.
Prerequisite: Must be either the Life, Tempest or War Domain
A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this, you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.
- Heart of a Hero
You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
- Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining the +2/+1 to your racial ability scores, you gain an +3/+2. This cannot increase your chosen ability score above 20.
- Skilled.
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
- Toughness.
Whether it is your solid build or an indomitable spirit, you can take a greater beating them most. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
- Partial Magic Resistance.
Your strength of will is enough to turn the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Godly Wings.
At 12th player level, you awaken the profound ability to summon forth a pair of magnificent wings. With one reaction, these godly appendages unfurl in a blaze of glory, their form and nature reflecting the awe-inspiring attributes of your divine progenitor. The wings, whether taking on a spectral or corporeal guise, bestow upon you the grace of flight, granting a flying speed of 30 feet. If you already possess the ability of flight or the fly spell’s enchantment is upon you, your aerial agility is further enhanced, increasing by 5 feet for every point of proficiency you have.
Specific Traits[edit]
Arcana[edit]
Arcanist. You are proficient in the Arcana skill. Whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check instead of your normal proficiency bonus.
Innate Focus. Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells, and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell.
Unravel the Weave. At 3rd level, you can cast the counterspell spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Magical Protection. As a reaction, when you take damage from a spell or other magical effect, you can gain resistance to that damage until the end of your next turn. Once you use this trait, you cannot use it again until you complete a short or long rest.
Magic Initiate. You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells, you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.
Death[edit]
One with the Dead. As an action, you can become undetectable to all undead with a Intelligence of 10 or less. Unless provoked, you remain undetectable to them for 10 minutes. In addition, you have resistance to necrotic damage.
Raiser. The dead answer your call. At 3rd level, you can cast either the animate dead spell or the speak with dead spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Soulsight. You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.
Defier. If you drop to 0 hit points but are not killed outright, you may continue to fight as normal, rollings death saves as normal. You regain the ability to do this when you complete a long rest. In addition, if you are stabilized at 0 hit points you may regain 1 hit point and become conscious.
Death Magic. The magic of necromancy. You know the toll the dead[1] cantrip. When you reach 3rd level, you can cast the false life spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Forge[edit]
Forgeborne. Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Weapon Forger. Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon[2] spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.
Heart of the Forge. Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Intelligence is your spellcasting ability for it.
Forge Mastery. The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Forge Magic. Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water[3] spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Grave[edit]
Undead Resistance. Never underestimate the fear those of the grave domain cause undead, they hesitate, stutter and rush the delicacy's needed to create potent magic. You have advantage on all Constitution, Wisdom, and Charisma saving throws when the creature imposing the saving throw is an undead.
Life Drinker. Life given to those who would squander it and cause suffering is better put to use by you. At 3rd level, you can cast the vampiric touch spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
Shroud. As an action, you can syphon energy from your gods plane of death to bolstering yourself with a necromantic vail of life, you gain a number of temporary hit points equal to 10 + your level for 1 hour or until they are depleted. You regain the ability to do this when you finish a long rest.
Purifying Mark. The dead should stay dead. You are resistant to necrotic damage, you can't become undead, and when you reduce a creature to 0 hit points it can not become an undead.
Grave Magic. Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Knowledge[edit]
Prodigy. You possess innate knowledge thanks to your origin's domain. You can choose to gain proficiency in any combination of 3 skills, tools, or languages of your choice, or gain a feat.
Clairvoyant. The locating and collection of information can often be as valuable as the information itself. At 3rd level, you can cast the clairvoyance spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Mental Prowess. Your mind is a fortress, both in its defensive and strategic capabilities. You have resistance to psychic damage. In addition, you can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Calculated Defence. You analyze your environment and your opponents every move knowing their movements and actions sometimes before even they do. You can use your Intelligence score in place of your Strength, Dexterity or Constitution score when you are forced to make a Strength, Dexterity or Constitution saving throw.
Lore Magic. The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Life[edit]
Ebb Out Life. You touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again.
Revive. Even when a hero has passed and no healing or medicine will help them you are able to bring them back. At 3rd level, you can cast the revivify spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Soul of Life. You are an exceptional conduit for the magic that gives life. When you regain hit points or you cause another creature to regain hit points, they gain additional hit points equal to your level. Once you use this trait you can't use it again until you complete a short or long rest.
Perfect Health. You are exceptionally healthy, you've never been ill, suffered from poor hygiene or been bedridden. You have advantage on saving throws against diseases and being poisoned. In addition, whenever you complete a short or long rest you gain a number of temporary hit points equal to your Constitution modifier.
Life Magic. The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Light[edit]
Solar Affinity. You carry a light in your chest wherever you go and it is in the brightest of light that you feel the most aligned with. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.
Solar Resistance. The sun blesses you with burning light in your soul that pushes back even the darkest of nights. You are resistant to fire, radiant, and necrotic damage.
True Seer. The light you carry within you is the essence of true enlightenment. This primordial radiance dispels the shadows that cloak the world's secrets, unveiling all deceptions and illuminating the hidden truths of existence. You have proficiency in the Perception skill. In addition to it, you can sense all creatures within 20 feet of you and know if any of those creatures tell you a lie. Also, your godly blood has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight on perceiving and revealing the truths of the world. For 1 minute, you have truesight within a 30-foot radius. You can use this trait a number of times equal to half of your proficiency bonus and must complete a long rest before you can use it again.
Light Magic. The light of the sun flows from you. You know the word of radiance[4] cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Nature[edit]
Forestborne. You were born to the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Tongue of Trees and Beasts. The beast of the forest raised you one way or another. Through sounds and gestures, you can communicate with beasts as if under the effect of the speak with animals spell. Whenever you make a Charisma (Persuasion) check towards beasts, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. As well, the trees speak to you, the rustle of leaves, the sway, and wane of the oak are as clear as to you as a spoken word. At 3rd level, you can cast the speak with plants spell at will with this trait, requiring no material components. Wisdom is your spellcasting ability for this spell.
Naturalist. The nature grows where you tell it to grow and flourishes when you demand it so. Thus, any vegetal form grows stronger around you as your presence fills it with life force. You can cast the entangle spell a number of times equal to half your proficiency bonus each long rest. Beginning at 3rd level, you can cast the plant growth spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Wisdom is your spellcasting ability for this spell.
Nature Magic. The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements[5] spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Strength[edit]
Gymnast. You gain proficiency in the Strength (Athletics) skill. If you already have this proficiency, you may gain proficiency in Charisma (Performance) instead, or vice versa.
Thick-Muscled.. Your steadfast discipline and muscle-bound chivalry improve your resilience has made you who you are. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Brawler's Might.. Your muscles are almost supernatural. At 3rd level, Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Additionally, while you aren’t wearing armor or using a shield, your AC equals 10 + your Constitution modifier + your Charisma Modifier.
Enchanting. You have an enchanting beauty to you. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming love. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target is charmed by you for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Envigorating Magic. You know the primal savagery cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the enhance ability spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Tempest[edit]
With the Wind. You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash action as a bonus action.
Waterborne. You are as adept for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air.
Wings of the Wind. You can shoot through the sky like a bolt of lightning on wings made of wind. At 3rd level, you can cast the fly spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Lightning Bringer. You may call forward the destructive wrath of a storm in the form of lightning. You can cast the call lightning spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. When you cast this spell it deals 1d10 lightning damage instead of 3d10. At 3rd level, this increases to 2d10 and at 5th level, you may cast the spell as normal.
Stormborne. Your body is tempered by the storms and thrive in weather that would disadvantage most. You are resistant to lightning and thunder damage. In addition, you are immune to the negative effects brought on by storms such as difficult terrain and obscured vision.
Tempest Magic. Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Trickery[edit]
Light Footed. The slightest let up of ones attack against you is enough for you to recover and begin again. You can take the Disengage action as a bonus action, and when you do so you can expand a Hit Die to regain hit points.
Silver Tongued. You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Call of Inaction. Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Call of Violence. Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before 10 minutes ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for a minute before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Tricksters Magic. Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
War[edit]
Tactical Striker. To get into a brawl with you is to ask for trouble. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier, this damage increases to 1d8 at level 9. In addition, when you make an unarmed strike against a creature within 5 feet of, you can make one unarmed strike as a bonus action.
Martial Expertise. You are a master are martial combat. You gain proficiency in two martial weapons of your choice, while wielded by you, these weapons are considered magical for the purpose of overcoming damage resistances and immunities.
Protective Shroud. You have an invisible veil of divinity that protects you from harm. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier.
Winding Attack. When you land a well-placed strike the effect is potent enough to wind even the most powerful foes. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damages of the critical hit. In addition, when you do this you may make a shove attack as part of the same attack.
War Magic. The magic to bend and break your opponents. You know the green-flame blade[7] cantrip. When you reach 3rd level, you can cast the compelled duel spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
References[edit]
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