Homebrew:Threadborn: Difference between revisions

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[[file:ashborn.jpg|right|thumb|500px]]
[[file:threadborn.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{lc:{{PAGENAME}}}} 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.
Threadborn are a doll-like species native to Picco, most often built with love by Blinski II, the master toymaker and lord of the province. In a land that is mostly fabricated and constructed to maximize the fun of all who live there, the essence of joy, thrill, and friendship are woven into a threadborn's very nature. They cherish the bonds made between loved ones and always maintain a childlike wonder and whimsy, no matter one's age.


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 living dolls, these folk are constructed with a variety of materials, including cloth, wood, metal, porcelain, stuffing, yarn, and anything else a toy might be made of. With the most varied body shapes of all Druskenvald's species, each threadborn represents a unique representation of fun. They usually live for 100 years before falling apart and needing to be rebuilt.
{{crooked moon species common traits|type=Fiend|size=Small|size range=2-3}}
{{crooked moon species common traits|type=Construct|size override=You are Medium (about 4-7 feet tall) or Small (about 2-4 feet tall). You choose the size when you select this species.}}
;''Ashen Legacy.''
;''Ball-Jointed.''
: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.
:You can move through a space as narrow as 1 foot wide as if it were difficult terrain.
:Intelligence, Wisdom or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
;''Innocent Mind.''
;''Darkvision.''
:You have resistance to psychic damage.
:You have darkvision with a range of 60 feet.
;''Sewn Nature.''
;''Fiendish Fortune.''
:You don't require air, food, or drink.
: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.
;''Soothing Heart.''
;''Scorpion Sting.''
:You know the ''[[spell:guidance|guidance]]'' cantrip. Starting at 3rd level, you can cast the ''[[spell:sanctuary|sanctuary]]'' spell using this trait, and starting at 5th level, you can cast the ''[[spell:calm-emotions|calm emotions]]'' spell using this trait without a material component. Once you cast ''[[spell:sanctuary|sanctuary]]'' or ''[[spell:calm-emotions|calm emotions]]'' with this trait, you can't cast that spell with it again until you finish a long rest. When you cast Calm Emotions in this way, it can target creatures of any type. You can also cast either spell using any spell slots you have of the appropriate level.
: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.
:Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
:When you reach 10th level, this extra damage increases to 2d6.
;''You've Got a Friend.''
:When a creature you can see within 30 feet of yourself fails an ability check using a skill, you can use your reaction to cast ''[[spell:guidance|guidance]]'' on the creature, ignoring the spell's normal range. The creature can add the spell's 1d4 to its ability check, potentially causing it to succeed. 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.


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

Latest revision as of 12:59, 26 July 2025

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

Threadborn are a doll-like species native to Picco, most often built with love by Blinski II, the master toymaker and lord of the province. In a land that is mostly fabricated and constructed to maximize the fun of all who live there, the essence of joy, thrill, and friendship are woven into a threadborn's very nature. They cherish the bonds made between loved ones and always maintain a childlike wonder and whimsy, no matter one's age.

As living dolls, these folk are constructed with a variety of materials, including cloth, wood, metal, porcelain, stuffing, yarn, and anything else a toy might be made of. With the most varied body shapes of all Druskenvald's species, each threadborn represents a unique representation of fun. They usually live for 100 years before falling apart and needing to be rebuilt.

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.

Threadborn traits

As a threadborn, 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) or Small (about 2-4 feet tall). You choose the size when you select this species.
Speed.
Your walking speed is 30 feet.
Ball-Jointed.
You can move through a space as narrow as 1 foot wide as if it were difficult terrain.
Innocent Mind.
You have resistance to psychic damage.
Sewn Nature.
You don't require air, food, or drink.
Soothing Heart.
You know the guidance cantrip. Starting at 3rd level, you can cast the sanctuary spell using this trait, and starting at 5th level, you can cast the calm emotions spell using this trait without a material component. Once you cast sanctuary or calm emotions with this trait, you can't cast that spell with it again until you finish a long rest. When you cast Calm Emotions in this way, it can target creatures of any type. You can also cast either spell using any spell slots you have of the appropriate level.
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've Got a Friend.
When a creature you can see within 30 feet of yourself fails an ability check using a skill, you can use your reaction to cast guidance on the creature, ignoring the spell's normal range. The creature can add the spell's 1d4 to its ability check, potentially causing it to succeed. 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.