Difference between revisions of "Fateborn (5e Race)"

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{{Unbalanced|Untyped AC bonuses, especially up to +5, for an hour, is a bit much, as is inflicting frightened at disadvantage for a full minute without an additional save}}
 
 
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'''''Ability Score Increase.''''' Your Wisdom score increases by 2.
 
'''''Ability Score Increase.''''' Your Wisdom score increases by 2.
  
'''''Will to Protect.''''' A creature of your choice within your vision gains +2 to AC against non-magical attacks for ten minutes. By expending inspiration, you may increase this to +5 AC. You may use this ability once per long rest.
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'''''Will to Protect.''''' As an action, choose a creature that you can see. That creature gains a +2 bonus to AC against non-magical attacks for one minute. By expending inspiration, this bonus increases this to +5. You regain the use of this ability at the end of a long rest.
  
 
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'''''Ability Score Increase.''''' Your Constitution score increases by 1.
 
'''''Ability Score Increase.''''' Your Constitution score increases by 1.
  
'''''Unflinching Will.''''' You have advantage on saving throws against being frightened, charmed, poisoned, or paralyzed. By expending inspiration, you or a creature of your choice within 5 feet of you will gain one use of Indomitable.
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'''''Unflinching Will.''''' You have advantage on saving throws against being frightened, charmed, poisoned, or paralyzed. By expending inspiration as a bonus action, you or a creature of your choice within 5 feet of you will gain one use of Indomitable until they finish a long rest.
  
 
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'''''Ability Score Increase.''''' Your Intelligence score increases by 2.
 
'''''Ability Score Increase.''''' Your Intelligence score increases by 2.
  
'''''Break Will.''''' Choose a creature that can see you within 30 feet. They must make a Wisdom saving throw with disadvantage. If they fail, they are frightened for 1 minute. On each of your target’s turns, they may make an Intelligence saving throw. Upon succeeding, this effect ends. By expending inspiration, you may choose up to 10 creatures within this area instead. You may use this ability once per long rest.
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'''''Break Will.''''' Choose a creature that can see you within 30 feet. That creature must make a Wisdom saving throw with disadvantage (DC 8 + your Proficiency bonus + your Charisma modifier). If they fail, they are ''frightened'' for 1 minute. On each of the target’s turns, they may make a Wisdom saving throw against the original DC. Upon succeeding, this effect ends. By expending inspiration, you may force up to 10 creatures within 30' to make the saving throw or suffer the above effect. You regain the use of this ability at the end of a long rest..
  
 
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Latest revision as of 01:48, 6 July 2020

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Author: Chowsdown (talk)
Date Created: July 4, 2020
Status: Complete
Editing: Clarity edits only please
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Fateborn[edit]

Belief is a powerful thing. Even the gods seek believers to carry out their will. The fateborn are formed by a swelling of belief and emotion. They tend not to fit in, being very rare, but find the world and emotions wondrous. They exceed in captivating emotion, be it joy or fear, and often this alone will bring them fulfillment.

Inspiring Visage[edit]

The fateborn appear as unnaturally tall humanoid forms with vague features. Despite their size, they are disproportionately light weight. Their “skin” is clouded and constantly shifting in appearance, however its color and patterns are dictated by the emotions that gave them form. Looking upon one inspires feelings in others tied to their origin as well. The fateborn do not have gender naturally, however may adopt one in order to learn or gain new perspective.


Rare to See, Rarer to Forget[edit]

It’s said that meeting a fateborn will give you luck— or consign you to death depending who you talk to. The existence of the fateborn is not well known, and those who do often mythologize or demonize them. The story of a farmer meeting a strange being and being blessed with a mighty yield will be spoken of in folk tales for generations, whether there was any correlation or not. In any case, they are seen as omens by many, and this creates superstition and mistrust among citizens. Some fateborn attempt to avert this, while others may lean into fear and discord.

Curious and Curiouser[edit]

The alien fateborn are extremely curious about the nature of the physical world. One may consider the song of birds just as strange and wondrous as an ancient as-of-yet undiscovered dwarven citadel. One may take up adventuring to learn of the ancient histories of the world, or learn the nature of trust and friendship, but might just make a few genuine connections along the way.

Fateborn Names[edit]

The fateborn name themselves upon discovery of something that deeply invokes the emotion involved in their Fated Inception. They hold their namesake in high regard and may not wish to share their name, so many use the first thing they are called as a nickname. Hope Names: Blessing, Child, Comrade, Family, Kindness, Poem, Mercy, Trust, Truth, Wish Awe Names: Art, Cliff, Horizon, Melody, Moon, Oak, Ocean, Sky, Star, Storm, Tremor, Wind Fear Names: Death, Famine, Judge, Night, Pestilence, Omen, Terminus, War, Vanity, Zeal

Fateborn Traits[edit]

Your astral nature gives you a variety of traits possessed by all fateborn. '

Creature Type. Humanoid
Ability Score Increase. Charisma +2
Age. A fateborn can vary in age based on the inspiration that created it. They can live from as few as 50 to as much as 10,000 years before fading back into the Astral Plane.
Alignment. Fateborn tend towards neutral alignments. Some, however, end up evil or good in attempting to live out their fate.
Size. 7 feet Your size is Medium.
Speed. Your base speed is 30 feet.  
Fickle Hands of Fate. You start out with inspiration. Once expended, you can take 50 days to regain it. Inspiration gained this way cannot be passed on to another player.
Languages. You can speak, read, and write Common and one extra language of your choice



Fated Inception[edit]

The event that resulted in your creation on the Material Plane inspired great emotion in many. Your appearance and abilities are based on the nature of this event, and the emotions following. Choose one of these inceptions.

Hope

As a fateborn of hope, you were willed into the world by a great swelling of joy or anticipation for the future. Hope fateborn are bright white, almost ephemeral beings, and looking at one gives a feeling of contentment. They are often considered good omens to those who witness them.

Ability Score Increase. Your Wisdom score increases by 2.

Will to Protect. As an action, choose a creature that you can see. That creature gains a +2 bonus to AC against non-magical attacks for one minute. By expending inspiration, this bonus increases this to +5. You regain the use of this ability at the end of a long rest.

Awe

As a fateborn of awe, your inception was due to a great feeling of wonder and mystery of perhaps the beauty of nature, or the power of the gods. Awe fateborn are a cloudy gray, and often times yellow lighting-like streaks are seen dashing across their body and disappearing. Looking at one brings a feeling of contemplation of both oneself and the world around. Those who witness them often consider them “spirits of nature”, and a sign to be humble.

Ability Score Increase. Your Constitution score increases by 1.

Unflinching Will. You have advantage on saving throws against being frightened, charmed, poisoned, or paralyzed. By expending inspiration as a bonus action, you or a creature of your choice within 5 feet of you will gain one use of Indomitable until they finish a long rest.

Fear

As a fateborn of fear, a great wave of panic or hatred stuck many, resulting in your being. Fear fateborn are colored coal black, as if made of a swirling malice. When looking at one, one may experience a twinge of dread or hesitation. They are sometimes described as “harbingers of death” or “reapers of souls”, though this is merely a superstition.

Ability Score Increase. Your Intelligence score increases by 2.

Break Will. Choose a creature that can see you within 30 feet. That creature must make a Wisdom saving throw with disadvantage (DC 8 + your Proficiency bonus + your Charisma modifier). If they fail, they are frightened for 1 minute. On each of the target’s turns, they may make a Wisdom saving throw against the original DC. Upon succeeding, this effect ends. By expending inspiration, you may force up to 10 creatures within 30' to make the saving throw or suffer the above effect. You regain the use of this ability at the end of a long rest..


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Facts about "Fateborn (5e Race)"
Ability ModsCha +2 +
AuthorChowsdown +
Canontrue +
Charisma+2 +
FeaturesAge +, Alignment +, Size +, Speed +, Fickle Hands of Fate + and Languages +
Identifier5e Race +
Is Racetrue +
Race NameFateborn (5e Race) +
RatingUnrated +
SizeMedium +
Subracetrue +
SummaryAlien beings from the astral plane who embody emotions. +
TitleFateborn +
TypeHumanoid +