Homebrew:Mourntouched: Difference between revisions

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[[file:ibexi.jpg|right|thumb|500px]]
[[file:mourntouched.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the ibexi race from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the mourntouched race from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
Fierce mountaineers, the Ibexi race are anthropomorphic goats. They have cloven hooves instead of hands and feet, but with an opposable secondary hoof, their hands are just as dexterous as those of other humanoids. While they share clear physical traits with satyrs and bariaur, the typical Ibexi culture is worlds apart.
Some say that the dead-gray mist began in Metrol, initially flowing out of the royal palaces of Vermishard. Others swear that the disaster began in the Cannith stronghold Making. All that is known is that the mist swiftly spread across the kingdom, transforming the lands and creatures caught within it. Over a million people died in the Mourning, including nearly all of the inhabitants of central Cyre. The mist slowed its advance as it spread, and some of those in the borderlands heard of the disaster in time to flee. Others survived because they were already beyond the borders of Cyre; the mist stopped mere feet away from the camps of Cyran soldiers holding sections of the Brelish front.


== Rugged Recreation ==
But, as is the case with these types of disasters, a rare few inexplicably survived. These are the Mourntouched. This is you.
Most Ibexi do not care for the pomp and circumstance of fine art and poetry, although they have their own artforms. Rich oral histories recount tales of ancient gods creating them from the stones of the mountains, and elegant dance ceremonies offer fealty to these nature spirits. In their free time, many Ibexis enjoy friendly wrestling matches and footraces, and hold jubilant dances to traditional folk music at least once a month.


'''Ibexi Sports.''' Ibexi love to be active, and their enjoyment is multiplied exponentially when others join them in their romping pastimes. Favorite activities include the standard stick-pull (though many prefer a variation where you join hooves instead of hold a stick), leg wrestling (the loser is often just as pleased to be thrown as the winner is to win), footbag (which can sometimes go for hours, often with rules conjured on the fly), and "tree-tussles" (where one or two contestants form a "tree" by standing on the shoulders of another, and they try to dismantle the other "trees" without breaking their own form).
== Lone Survivors ==
While the most prominent members of this race are those who escaped the Day of Mourning in the Eberron campaign setting, these traits and tables can be used for any character that has survived any magical cataclysm in any world.


Usually good natured in their escapades, Ibexi characters will often challenge allies to friendly athletic competitions, and may become sad and unhealthy if they do not experience regular physical activity and bond with others through sport.
== Fuzzy Memories ==
Most Mountoucheds' memories of the event are as hazy as the destroying mists. No definitive explanation can be found for why they were spared, but the superstitious say that these people are cursed, and that anyone touched by the Mourning is now an agent of darkness.
 
== Changed Forever ==
While only a few thousand exist, many Mourntouched find it near impossible to return to a 'normal' life again. Plenty have turned to adventuring after superstitious refugees and distrusting foreigners have refused them admittance to typical society.
 
== The Next Day ==
The day after the Mourning, you woke up. Consider the following questions as you develop your character's story. What did you do upon realizing you had survived? How did you survive in a magical wasteland? Did you brave mutated beasts and living spells? Did you find a barely-functioning magic item that helped you survive? Did you find other survivors and form a motley band? Did you come across the followers of the Lord of Blades, who kept you safe from monsters after old warforged friends vouched for your good character? What did you eat and drink? What sorts of terrible scenes did you witness as you trekked to safety?
 
Chapters 2 and 4 of ''Eberron: Rising from the Last War'' provide more inspiration for developing Mourntouched characters in that campaign setting.
 
== Mourning Mutations ==
Many people think the Mourntouched are cursed. The physical alterations certainly don't help.
 
Many survivors of magical cataclysm have mutations that are purely cosmetic, albeit unnerving. The Mourning Mutations table provides inspiration for what types of changes you may have experienced.
 
{| class="wikitable"
|+ Mourning Mutations
! d12 !! Mutation
|-
| 1 || Your irises have turned jet black or stark white.
|-
| 2 || Your veins are silver and glow faintly under the light of a full moon.
|-
| 3 || You cannot grow hair.
|-
| 4 || You were weak, elderly, and on your deathbed when disaster struck. When you awoke, you were young and sprightly, and the people around you had been turned to glass.
|-
| 5 || Your eyes have turned to amber gemstones, with swirling veins of golden light within.
|-
| 6 || Your skin is translucent and light blue.
|-
| 7 || You appear completely identical to your previous form, but others feel strange and uncomfortable around you anyways. A detect magic spell reveals an aura of illusion magic about you.
|-
| 8 || You appear to be of a different race now. You can choose the race or roll on the New Race table to determine which.
|-
| 9 || You've grown small wings on your back. They are not large enough for flight. You may choose their appearance, such as feathery, scaly, or bat-like.
|-
| 10 || Your ears have grown elf-like points.
|-
| 11 || You have grown or shrunk 2 or more feet. You may need to change your size from Medium to Small, or vice versa.
|-
| 12 || You've developed small antlers or horns.
|}
 
{| class="wikitable"
|+ New Race
! d8 or d12* !! Race
|-
| 1 || Dragonborn
|-
| 2 || Dwarf
|-
| 3 || Elf
|-
| 4 || Gnome
|-
| 5 || Half-Elf
|-
| 6 || Half-Orc
|-
| 7 || Halfling
|-
| 8 || Tiefling
|-
| 9 || Changeling
|-
| 10 || Kalashtar
|-
| 11 || Orc
|-
| 12 || Shifter
|}
 
<nowiki>*</nowiki> Roll 1d8 for races from the ''Player's Handbook'' (not including human), or 1d12 for races from the ''Player's Handbook'' and ''Eberron: Rising from the Last War'' (not including human or warforged).
 
== Mourntouched Names ==
Most Mourntouched retain the names they had before the Mourning. If this is you, consider what names are culturally suitable for a character of your race and homeland. Some Mourntouched, inspired by their experience, have chosen to craft new identities for themselves. They consider themselves 'reborn' into a new life by the Mourning and choose a name they want to define themselves with.
 
=== Common Reborn Mourntouched Names ===
Ability, Agility, Alive, Aspiration, Awake, Awareness, Beauty, Blessed, Blessing, Bravery, Chance, Changed, Charity, Chosen, Comeliness, Courage, Decisive, Desire, Destiny, Fate, Gratitude, Gratuity, Knowledge, Love, Move-On, Overcomes, Peace, Permanence, Power, Reborn, Remade, Righteous, Second, Sovereignlove, Spared, Strength, Survivor, Tranquility, Understanding, Vengeance, Virtue
 
== Mourntouched Traits ==
=== Base Race ===
Before you were Mourntouched, you were another race. You maintain a similar physical appearance to your base race, which also determines your Size. You have the racial traits of a Mourntouched now, instead of the traits of your previous race.


== Ibexi Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Strength score increases by 2 and your Wisdom score increases by 1.
One ability score of your choice increases by 2, and another ability score of your choice increases by 1.


=== Age ===
=== Age ===
Ibexis reach adulthood by age 15, and live an average of 50 years.
Magical disaster affects everyone differently. There are no consistent patterns for how the lifespan of a Mourntouched compares to the typical lifespan of its base race.


=== Size ===
=== Size ===
Ibexis stand between 4 and 6 feet tall, and an average of about 140 pounds. Your size is Medium.
Most Mourntouched retain, at least mostly, the physical appearance of their previous race. Your size and build are roughly that of your base race, and your size is Medium or Small, accordingly. Your height and weight are determined by your base race.
 
You can roll to randomly determine your character's height and weight.
 
:'''Size Modifier =''' 2d12
:'''Height =''' 4 feet + your size modifier in inches
:'''Weight in Pounds =''' 80 + (1d6 &times; your size modifier)


=== Speed ===
=== Speed ===
Line 31: Line 108:


=== Languages ===
=== Languages ===
You can speak, read, and write Common and Ibexi. Ibexi is a dialect of Minotaur that uses more sniffing and fewer grunts.
You can speak, read, and write Common and one other language of your choice. If you didn't speak that language before the disaster, you can't explain where it came from.
 
''(Note: in D&D Beyond, Minotaur will be added to your character sheet.)''
 
=== Horns ===
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
 
=== Ramming Charge ===
If you move at least 20 feet straight toward a target and then hit it with your ibexi horns on the same turn, the target must succeed on a Strength saving throw or else be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus.


=== Natural Athlete ===
=== I've Seen Worse ===
You are proficient in Athletics.
You have advantage on saving throws against being frightened.


=== Sure Footed ===
=== Magic Resistance ===
You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone.
Perhaps this was a latent ability you only discovered because you survived a magical disaster, or perhaps you gained it in the process. No matter the cause of this feature, you have advantage on saving throws against spells and other magical effects.


=== Mountain Climber ===
=== Sixth Sense ===
You're acclimated to high altitudes, including elevations above 20,000 feet.
You've developed some sort of extrasensory perception. You have blindsight within a radius of 5 feet, allowing you to sense your immediate surroundings without relying on sight. This blindsight ignores full cover.


You can find secure footholds almost no other creature could. You have a climbing speed equal to your walking speed, and you do not have to use your hooves on the end of your arms to hold on to non-sheer surfaces. For example, if you are climbing a cliff and are attacked by flying creatures, you can use your hooves on the end of your arms to swing a two-handed weapon, cast a spell, or use a single-handed weapon and a shield, all without falling.
=== Unexplained Ability ===
You gain proficiency in a skill of your choice. You didn't have this skill before the Mourning. You can't explain where it came from.
[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 05:55, 6 February 2024

(OOC: This is an implementation of the mourntouched race from Tasha's Crucible of Everything Else volume 2)

Some say that the dead-gray mist began in Metrol, initially flowing out of the royal palaces of Vermishard. Others swear that the disaster began in the Cannith stronghold Making. All that is known is that the mist swiftly spread across the kingdom, transforming the lands and creatures caught within it. Over a million people died in the Mourning, including nearly all of the inhabitants of central Cyre. The mist slowed its advance as it spread, and some of those in the borderlands heard of the disaster in time to flee. Others survived because they were already beyond the borders of Cyre; the mist stopped mere feet away from the camps of Cyran soldiers holding sections of the Brelish front.

But, as is the case with these types of disasters, a rare few inexplicably survived. These are the Mourntouched. This is you.

Lone Survivors

While the most prominent members of this race are those who escaped the Day of Mourning in the Eberron campaign setting, these traits and tables can be used for any character that has survived any magical cataclysm in any world.

Fuzzy Memories

Most Mountoucheds' memories of the event are as hazy as the destroying mists. No definitive explanation can be found for why they were spared, but the superstitious say that these people are cursed, and that anyone touched by the Mourning is now an agent of darkness.

Changed Forever

While only a few thousand exist, many Mourntouched find it near impossible to return to a 'normal' life again. Plenty have turned to adventuring after superstitious refugees and distrusting foreigners have refused them admittance to typical society.

The Next Day

The day after the Mourning, you woke up. Consider the following questions as you develop your character's story. What did you do upon realizing you had survived? How did you survive in a magical wasteland? Did you brave mutated beasts and living spells? Did you find a barely-functioning magic item that helped you survive? Did you find other survivors and form a motley band? Did you come across the followers of the Lord of Blades, who kept you safe from monsters after old warforged friends vouched for your good character? What did you eat and drink? What sorts of terrible scenes did you witness as you trekked to safety?

Chapters 2 and 4 of Eberron: Rising from the Last War provide more inspiration for developing Mourntouched characters in that campaign setting.

Mourning Mutations

Many people think the Mourntouched are cursed. The physical alterations certainly don't help.

Many survivors of magical cataclysm have mutations that are purely cosmetic, albeit unnerving. The Mourning Mutations table provides inspiration for what types of changes you may have experienced.

Mourning Mutations
d12 Mutation
1 Your irises have turned jet black or stark white.
2 Your veins are silver and glow faintly under the light of a full moon.
3 You cannot grow hair.
4 You were weak, elderly, and on your deathbed when disaster struck. When you awoke, you were young and sprightly, and the people around you had been turned to glass.
5 Your eyes have turned to amber gemstones, with swirling veins of golden light within.
6 Your skin is translucent and light blue.
7 You appear completely identical to your previous form, but others feel strange and uncomfortable around you anyways. A detect magic spell reveals an aura of illusion magic about you.
8 You appear to be of a different race now. You can choose the race or roll on the New Race table to determine which.
9 You've grown small wings on your back. They are not large enough for flight. You may choose their appearance, such as feathery, scaly, or bat-like.
10 Your ears have grown elf-like points.
11 You have grown or shrunk 2 or more feet. You may need to change your size from Medium to Small, or vice versa.
12 You've developed small antlers or horns.
New Race
d8 or d12* Race
1 Dragonborn
2 Dwarf
3 Elf
4 Gnome
5 Half-Elf
6 Half-Orc
7 Halfling
8 Tiefling
9 Changeling
10 Kalashtar
11 Orc
12 Shifter

* Roll 1d8 for races from the Player's Handbook (not including human), or 1d12 for races from the Player's Handbook and Eberron: Rising from the Last War (not including human or warforged).

Mourntouched Names

Most Mourntouched retain the names they had before the Mourning. If this is you, consider what names are culturally suitable for a character of your race and homeland. Some Mourntouched, inspired by their experience, have chosen to craft new identities for themselves. They consider themselves 'reborn' into a new life by the Mourning and choose a name they want to define themselves with.

Common Reborn Mourntouched Names

Ability, Agility, Alive, Aspiration, Awake, Awareness, Beauty, Blessed, Blessing, Bravery, Chance, Changed, Charity, Chosen, Comeliness, Courage, Decisive, Desire, Destiny, Fate, Gratitude, Gratuity, Knowledge, Love, Move-On, Overcomes, Peace, Permanence, Power, Reborn, Remade, Righteous, Second, Sovereignlove, Spared, Strength, Survivor, Tranquility, Understanding, Vengeance, Virtue

Mourntouched Traits

Base Race

Before you were Mourntouched, you were another race. You maintain a similar physical appearance to your base race, which also determines your Size. You have the racial traits of a Mourntouched now, instead of the traits of your previous race.

Ability Score Increase

One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age

Magical disaster affects everyone differently. There are no consistent patterns for how the lifespan of a Mourntouched compares to the typical lifespan of its base race.

Size

Most Mourntouched retain, at least mostly, the physical appearance of their previous race. Your size and build are roughly that of your base race, and your size is Medium or Small, accordingly. Your height and weight are determined by your base race.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one other language of your choice. If you didn't speak that language before the disaster, you can't explain where it came from.

I've Seen Worse

You have advantage on saving throws against being frightened.

Magic Resistance

Perhaps this was a latent ability you only discovered because you survived a magical disaster, or perhaps you gained it in the process. No matter the cause of this feature, you have advantage on saving throws against spells and other magical effects.

Sixth Sense

You've developed some sort of extrasensory perception. You have blindsight within a radius of 5 feet, allowing you to sense your immediate surroundings without relying on sight. This blindsight ignores full cover.

Unexplained Ability

You gain proficiency in a skill of your choice. You didn't have this skill before the Mourning. You can't explain where it came from.