Warped One
Homebrew
Warped One
A Mysterious Curse
No one is sure of the exact nature of the Warped Ones and their curse, not even the Warped Ones themselves. There is speculation of fiendish magic at play, though there is no certainty. Perhaps the source of the curse is something far worse than simple demons, devils, or yugoloths. No matter the source, the curse cannot be dispelled by any known means; a Warped One cannot be reverted to the race of their parents by a curse removal or dispel. Owing to their unique anatomy, it might be as impossible as turning a human into an elf.Unique in Body & Mind
As far as external appearance goes, a Warped One may even appear completely normal. Many Warped Ones have noticeable differences from normal people of their area, but that is not always the case. Their internal anatomy, however, is always completely different. It can be described as a confusing jumble of dread flesh, with a variety of veins, blood sacs, and organs with no discernible rhyme or reason. A Warped One's mind can be equally confusing. Many Warped Ones tend not to care for rules and regulations, and their thought process can be incomprehensible even if it arrives at sound conclusions. Regardless, many Warped Ones strive to lead normal lives - or at least as normal as they can.Size. You are Medium or Small. You choose the size when you select this race.
Darkvision. Thanks to your aberrant heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aberrant Nature. You are a Humanoid. You are also considered an Aberration for any prerequisite or effect that requires you to be an Aberration.Aberrant Resistance. You have resistance to psychic damage, and advantage on saving throws against being charmed or frightened.
Warped Legacy. You know the mage hand cantrip, which appears as a crack in reality instead of a hand. Starting at 3rd level, you can cast the arms of hadar spell with this trait. Starting 5th level, you can also cast the crown of madness spell with this trait. Once you cast arms of hadar or crown of madness 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 any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Warped Strength. While you have a mage hand summoned, you may absorb it inside of you if it is within 5 feet of you as a bonus action. While absorbed your unarmed strikes deal 1d6 damage instead of whatever they would normally. This effect lasts until you cast mage hand again, or the mage hand spell expires.
Physical Abornalities. Roll or pick from the options below, or invent your own. These give no mechanical benefits or penalties.
Physical Abnormalities
Roll or pick from the options below, or invent your own. These give no mechanical benefits or penalties.
d10 | Noticeable Physical Abnormality |
---|---|
1 | A few tiny tentacles sprout from your back. You cannot control them; they move on their own. |
2 | Your joints bend both ways. |
3 | The color of your eyes changes with your mood. |
4 | You have birthmarks that resemble bloodstains or bruises. |
5 | A very significant portion of your body is covered in black skin with a burnt or rotting appearance. |
6 | Your blood has very unusual coloration. Your skin is marbled with veins of that color. |
7 | Your hair waves even when there's no wind. |
8 | You have pronounced canines and are very pale. |
9 | You have multiple rows of very sharp, shark-like teeth. |
10 | No matter how badly injured, you do not bleed. Instead, smoke emanates from your wounds. |
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