Homebrew:Gnarlborn: Difference between revisions

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[[file:ashborn.jpg|right|thumb|500px]]
[[file:gnarlborn.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the ashborn race from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of the {{lc:{{PAGENAME}}}} race from [[The Crooked Moon]]}}


Ashborn are an imp-like species native to Chernabos, typically coalescing from the sulfuric ash of the province's hellfire and brimstone volcanoes. Infused with the fiendish power of the Hells, this folk has managed to survive and even prosper in the barrens and badlands of the province through guile, boldness, and industriousness. Said to be favored by fortune itself, ashborn count on luck to twist the balance in the most dire of situations.
Gnarlborn (NAR-ull-born) are a tree-like species native to Ardengloom, usually sprouting up from the soil of the twisted, dark forest. Their home is forever haunted by the souls of long-dead fey, which inhabit the enormous, face-bearing trees known as Elderwoods. These folk commune with these beings to receive primordial wisdom.


Their short stature ranges from slight to stout, but this makes them no less dangerous, for each ashborn has a venomous tail resembling a scorpion's, always ready to strike. They sport horns and skin tones in varying shades of red and gray that reflect their devilish origin, and they typically live 100 years.
Resembling gnarled trees with glowing faces hollowed into the bark, their individual patterns of branches, moss, and lichen can result in a wide diversity of appearances. Most gnarlborn live for over 500 years, but those with the strongest connection to the Elderwoods have been said to live to be thousands of years old.
{{crooked moon species common traits|As an ashborn, you have these special traits.|nonhuman=true}}
{{crooked moon species common traits|type=Plant|size range=5-8}}
;''Creature Type.''
;''Deep Roots.''
:You are a Fiend.
:You have advantage on ability checks and saving throws against being moved against your will or to avoid being knocked prone.
;''Size.''
;''Elderwood Whispers.''
:You are Small (about 2-3 feet tall).
:You can draw on the memory of the Elderwood spirits. When you finish a long rest, you gain proficiency with a skill, a tool, or learn one language of your choice until you next finish a long rest.
;''Speed.''
;''Grasping Branches.''
:Your walking speed is 30 feet.
:As a bonus action, you can magically unleash the binding power of the dark wood. Choose a Large or smaller creature within 30 feet of yourself. The creature must make a Strength saving throw (DC 8 plus your Constitution modifier and proficiency bonus). On a failed save, the target is restrained for 1 minute as branches appear and ensnare it. On a successful save, its speed is halved until the end of its next turn. A restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The branches vanish when the condition ends.
;''Ashen Legacy.''
:Once you use this trait, you can't do so again until you finish a short or long rest.
:You know the ''[[spell:minor-illusion|minor illusion]]'' cantrip. Starting at 3rd level, you can cast the ''[[spell:charm-person|charm person]]'' spell using this trait, and starting at 5th level, you can cast the ''[[spell:invsibility|invsibility]]'' spell using this trait, both without requiring material components. Once you cast ''[[spell:charm-person|charm person]]'' or ''[[spell:invisibility|invisibility]]'' with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using and spell slots you have of the appropriate level.
;''Root Sense.''
:Intelligence, Wisdom or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
:As a bonus action, you gain tremorsense with a range of 60 feet for 10 minutes. Once you use this trait, you can't do so again until you finish a short or long rest.
;''Darkvision.''
;''Towering Size.''
:You have darkvision with a range of 60 feet.
:You have advantage on any ability check you make to escape a grapple. You also count as one size larger when determining your carrying capacity.
;''Fiendish Fortune.''
:When you're hit by an attack roll that isn't a critical hit, you can use your reaction to magically cause the attack to miss you, and a creature of your choice within 5 feet of you takes force damage equal to your proficiency bonus. Once you use this trait, you can't do so again until you finish a short or long rest.
;''Scorpion Sting.''
:You have a tail stinger you can use to make unarmed strikes using your Strength or Dexterity (your choice) for attack and damage rolls. On a hit, you deal 1d4 piercing damage, and you can deal an extra 1d6 poison damage. You can deal this extra damage a number of times equal to your proficiency bonus. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.
:When you reach 10th level, this extra damage increases to 2d6.


[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 11:19, 26 July 2025

(OOC: This is an implementation of the gnarlborn race from The Crooked Moon)

Gnarlborn (NAR-ull-born) are a tree-like species native to Ardengloom, usually sprouting up from the soil of the twisted, dark forest. Their home is forever haunted by the souls of long-dead fey, which inhabit the enormous, face-bearing trees known as Elderwoods. These folk commune with these beings to receive primordial wisdom.

Resembling gnarled trees with glowing faces hollowed into the bark, their individual patterns of branches, moss, and lichen can result in a wide diversity of appearances. Most gnarlborn live for over 500 years, but those with the strongest connection to the Elderwoods have been said to live to be thousands of years old.

Variant: Humanoid creature types

Several of the species in The Crooked Moon are creature types other than Humanoid. These type differences reinforce the unusual nature of these species, but they also come with concerns that can make these species more powerful than others. Not being Humanoid makes a character immune to the charm person spell, for example. Conversely, it potentially makes them susceptible to other effects, such as the protection from evil and good spell. If the GM or players are uncomfortable with these deviations from standard species, changing the creature type to Humanoid solves the dilemma, while the species' other traits preserve their narrative.

Gnarlborn traits

As a gnarlborn, you have these special traits.

Ability Scores.
When you create a character using one of the species in The Crooked Moon, increase one of your starting ability scores by 2 and another by 1, or increase three scores by 1 each. These increases can't raise a score above 20.
Languages.
Your character can speak, read, and write Common and one other language that you an your GM agree is appropriate for the character.
Creature Type.
You are a Plant.
Size.
You are Medium (about 5-8 feet tall).
Speed.
Your walking speed is 30 feet.
Deep Roots.
You have advantage on ability checks and saving throws against being moved against your will or to avoid being knocked prone.
Elderwood Whispers.
You can draw on the memory of the Elderwood spirits. When you finish a long rest, you gain proficiency with a skill, a tool, or learn one language of your choice until you next finish a long rest.
Grasping Branches.
As a bonus action, you can magically unleash the binding power of the dark wood. Choose a Large or smaller creature within 30 feet of yourself. The creature must make a Strength saving throw (DC 8 plus your Constitution modifier and proficiency bonus). On a failed save, the target is restrained for 1 minute as branches appear and ensnare it. On a successful save, its speed is halved until the end of its next turn. A restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The branches vanish when the condition ends.
Once you use this trait, you can't do so again until you finish a short or long rest.
Root Sense.
As a bonus action, you gain tremorsense with a range of 60 feet for 10 minutes. Once you use this trait, you can't do so again until you finish a short or long rest.
Towering Size.
You have advantage on any ability check you make to escape a grapple. You also count as one size larger when determining your carrying capacity.