Abstraction (5e Race)
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A human woman cries, tearing her hair out, in a lonely, barren field. All around are the remains of what may have been a town. Wood and stone torn asunder by some freak tornado. As she mourns her son, crushed by debris, she glimpses something from the corner of her eye. A cloud? No ... it is here on the ground. It reflects her dirty, tear-streaked face. It looks like a cloud, maybe. Or ... it looks like that damned tornado that ruined everything.
"Curse you, you-you monster!"
The woman shrieks curses in common at the thing obscenely. It just drifts in response, silent, not a hint of remorse. She flings a random stone at it, which misses. But it seems to get that thing to leave. That thing which called the storm upon them.
Abstractions resemble floating, shifting clusters of shattered glass or blue energy tinged with grey and black. Some people may describe them looking something like a glittery cloud with some color or sparkling bits of glittering glass. The clusters often turn in a circular way, resembling swirling as it shifts. The edges are wispy and can blow off like smoke. They can take different shapes but the clusters tend to have a default rough single shape.
Abstractions are life forms that have existed longer than any living being can perceive or remember. They originate from the echoes of the material plane, otherwise known as the mirror planes. Their appearance is often dichotomous, divided into two subraces. Mirror abstractions tend to appear as a small and spherical orb with a reflective surface. Energy abstractions tend to appear as much larger orbs than their mirror counter-parts, ranging from 8-9 feet in diameter. However, rather than having a reflective surface, it appears translucent, or like plasma.
Abstractions tend to appear wherever tragedy or disaster strikes. Because of this, they are perceived as heralds of disaster, despite their neutrality between good, evil, law and chaos. They neither intend to cause disaster nor harbor malicious intent toward victims of the disaster they may or may not have caused. Rather, they receive their sustenance through the energy given off by their victims' negative emotions (fear, rage, despair, etc.), which explains their tendency to appear around those times. Abstractions do not need sustenance every day, usually once a month on average. Some signs that an abstraction may have been nearby can include, but are not limited to, natural disasters, war, freak accidents, and strokes of “bad luck”.
Abstractions are solitary beings and are rarely ever seen near people. They appear around times of misfortune, thus earning them a usually negative place in social circles. They do not congregate and are neutral towards their own and other kinds of creatures. Since their feeding cycles are roughly monthly, they often will seclude themselves alone elsewhere until it is feeding time. People who see them may run or try to attack them out of fear or hate, which doesn't help them become any more social. They are never known to try and explain themselves and simply seem to go with the flow, drifting like clouds caught on the wind.
However, some do seem to have cult followings. Their presence as a rumoured ill omen makes them popular figures of underground figures hoping to harness their powers or even revere them as harbingers of destruction. Abstractions rarely interact with their fanatics and are often unaware. Some towns thus have the presence of abstractions even if it has never encountered one.
Abstractions are typically named after whatever disastrous event they precede, as if it were a title.
A strange creature, only seen at the event of major disasters.
Ability Score Increase. Your Strength, Dexterity, Intelligence, or Wisdom increases by 2.
Age. Abstractions can not die of old age, nor do they suffer the effects of ageing.
Alignment. Some believe abstractions to be evil, due to their presence at major disasters, though their indifference suggests that they are more neutrally inclined.
Size. Your size is Medium.
Speed. Abstractions can hover up to 25 ft along the ground.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 45 feet, but are blind beyond this radius.
Amorphous. Abstractions can alter their own body shape to fit through a gap like the spell Gaseous Form as a bonus action You can only use this twice per long or short rest.
Languages. Because Abstractions have existed longer than any other life form, they understand languages long forgotten by any non-abstraction and can speak secretly between themselves, but can only speak Common, Undercommon and Deep Speech to those who understand it via telepathy. You cannot write in these languages.
Subrace. Choose from the mirror or energy abstraction subraces.
Confusing Illusion. You can reflect light in unusual ways, making it seem as if you're in 4 places at once. Pick 3 unoccupied spaces within a 20 ft radius of you to conjure 3 copies of yourself, everything you are wearing is reflected as well of yourself, then if you wish, (only once upon first using this ability), switch your place with one the illusions that you summoned. These illusions can move but dissipate when hit with any damage or attack, casting or not; this trait cannot be used in conjunction with Mirror Image. This effect lasts for 1 minute, or until dismissed by (him/her)self. The duration increases to 2 minutes at level 6, 3 minutes at level 10 and 4 minutes at level 16. This feature can only be used once, requiring you finish a short or long rest before using it again.
Unreflected. You do not have a reflection.
Portalic Energies. Any creatures within 20 feet of you on your turn can be teleported by you to any location within 20 feet of its original location, if willing. If unwilling, target(s) must pass a Charisma saving throw or be teleported. The DC for the throw is 8 + your proficiency bonus. You must complete a short or long rest to use this trait again.
Aura of Energy. You can force any creature adjacent to you to attempt to pass a Constitution saving throw of DC (8 + your proficiency bonus) with an action or take 1d6-1 force damage. You must complete a long or short rest to use this trait again.
Nonsemblance. You do not cast a shadow.
Random Height and Weight
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*Height = base height + height modifier