Homebrew:Harvestborn: Difference between revisions

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[[file:ashborn.jpg|right|thumb|500px]]
[[file:harvestborn.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.
Harvestborn are a scarecrow-like species native to Enoch, most often crafted with great care by Methuselah, the lord of the province. Infused with the vital, green magic that surges through the immensely fertile land, they have a strong connection to the cycle of both the harvest and life, death, and rebirth. They feed much of Druskenvald with the crops they grow in a relatively peaceful society that puts a focus on community, family, and fellowship.


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.
As a constructed species resembling any manner of scarecrow, their bodies are comprised of a mixture of wood, metal, straw, and other implements. Their glowing-eyed heads might be made from a burlap sack or a crop such as a pumpkin or turnip. Staying true to the cycle, they generally live 100 years before accepting the next step of death and becoming reborn once more.
{{crooked moon species common traits|As an ashborn, you have these special traits.|nonhuman=true}}
{{crooked moon species common traits|type=Construct|size range=4-7}}
;''Creature Type.''
;''Culling.''
:You are a Fiend.
:When you damage a creature with half its hit points or fewer, you can deal an extra 1d12 necrotic damage to it. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
;''Size.''
;''Gift of the Green.''
:You are Small (about 2-3 feet tall).
:As a bonus action, you can touch the ground and choose a creature also touching the ground within 30 feet of yourself. That creature can expend and roll one Hit Die, and it regains a number of hit points equal to the number rolled plus your proficiency bonus.
;''Speed.''
:You can use this trait 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.
:Your walking speed is 30 feet.
;''Jack-O-Lantern.''
;''Ashen Legacy.''
:You know the ''[[spell:dancing-lights|dancing lights]]'' cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species).
: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.
;''Scarecrow Nature.''
:Intelligence, Wisdom or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
:You don't require air, food, or drink.
;''Darkvision.''
;''Watchful Rest.''
:You have darkvision with a range of 60 feet.
:You don't need to sleep, and magic can't put you to sleep. Moreover, you can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
;''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 harvestborn race from The Crooked Moon)

Harvestborn are a scarecrow-like species native to Enoch, most often crafted with great care by Methuselah, the lord of the province. Infused with the vital, green magic that surges through the immensely fertile land, they have a strong connection to the cycle of both the harvest and life, death, and rebirth. They feed much of Druskenvald with the crops they grow in a relatively peaceful society that puts a focus on community, family, and fellowship.

As a constructed species resembling any manner of scarecrow, their bodies are comprised of a mixture of wood, metal, straw, and other implements. Their glowing-eyed heads might be made from a burlap sack or a crop such as a pumpkin or turnip. Staying true to the cycle, they generally live 100 years before accepting the next step of death and becoming reborn once more.

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.

Harvestborn traits

As a harvestborn, 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 Construct.
Size.
You are Medium (about 4-7 feet tall).
Speed.
Your walking speed is 30 feet.
Culling.
When you damage a creature with half its hit points or fewer, you can deal an extra 1d12 necrotic damage to it. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Green.
As a bonus action, you can touch the ground and choose a creature also touching the ground within 30 feet of yourself. That creature can expend and roll one Hit Die, and it regains a number of hit points equal to the number rolled plus your proficiency bonus.
You can use this trait 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.
Jack-O-Lantern.
You know the dancing lights cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species).
Scarecrow Nature.
You don't require air, food, or drink.
Watchful Rest.
You don't need to sleep, and magic can't put you to sleep. Moreover, you can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.