Alux (5e Race)

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Alux[edit]

In the heart of the Mayan jungle, deep within the Yucatan peninsula, there was a small village where people lived in harmony with nature. They followed the ancient ways of their ancestors, paying homage to the spirits and gods that protected their land.

One day, a young boy named Paco stumbled upon an Aluxe, a mischievous Mayan sprite that lived in the trees. The Aluxe was small, with pointed ears and bright eyes that sparkled like emeralds. He was a trickster, known for playing pranks on the villagers, but he was also known for his generosity.

Paco was scared at first, but the Aluxe soon put him at ease. The sprite showed him the wonders of the jungle, the animals, and plants that lived there, and even took him to visit the nearby ruins of an ancient temple dedicated to Ixchel, the goddess of fertility and healing.

Paco was awed by the beauty of the temple, the carvings of the gods, and the intricate patterns of the walls. He felt a deep connection to Ixchel, and he prayed to her, asking for her blessings.

The Aluxe listened to his prayer and smiled. He knew that Ixchel had heard him and had granted his request. So, he gave Paco a gift, a small jade figurine of Ixchel, which he said was blessed by the goddess herself.

Paco was overjoyed and thanked the Aluxe for his generosity. He promised to honor Ixchel and to protect the jungle, just like his ancestors had done.

As he walked back to his village, Paco felt a newfound sense of purpose. He knew that he had been chosen by Ixchel to be her messenger, and he was determined to spread her message of peace and harmony throughout the land.

From that day on, Paco became known as the boy who had received the Aluxe's gift. He grew up to be a wise leader, respected by his people and beloved by Ixchel. And whenever he felt lost or unsure, he would hold the jade figurine in his hands, and he would feel Ixchel's presence, guiding him on his journey.

Physical Description[edit]

Alux (ah-loosh) have the body of an elf, the size of a short gnome, and the mischief of a goblin child. They are very short with pointy ears.

Modern Alux are known to dress in traveling clothes.

Traditional Alux have hole expansions in the lobes of their pointed ears. They believe that it maintain a clean spirit and ward off dirty lies. They wear a collar of wooden beads that symbolize the earth and corn. On their chest is a bag made of henequen (a fiber made from an agave plant), in which Alux can carry seeds and food. Around their ankles they wear a bracelet symbolizing various elements depending on the color. (Turquoise stands for water, black for night, red for the sun, white for the wind and yellow for the earth.)

Creation[edit]

The original Alux was created from a clay figure. As more and more Alux are created, escaped, and become wild, the traditional breeding can create more Alux. Breeding can cause an explosion in Alux population.

Artificial Creation[edit]

Egg Phase

Artificial creation of Alux starts with the high priest. The high priests take mud from a cave where no woman had ever stepped foot. The mud was then molded into the shape of the being, and after nine nights, mixed with honey, flowers, and nine drops of blood (usually of the new owner). That process creates a 1 inch tall miniature clay figurine of Alux. It serve as an Alux egg.

A farmer buys the Alux egg from the high priest. The farmer plants the Alux figurine under a remote location or under the oldest tree or in a Kahtal Alux (a house specially built for the Alux), somewhere on the farm. At night fall, when no one is watching, an Alux crack open from its Alux figurine "egg" shell. From birth, Alux knows how to survive in the world. The broken Alux figurine "egg" shell magically reforms as if it was never broken. If anyone picks it up or breaks it, they would notice that it is hollow.

Baby Phase

For the next nine nights, Alux must remain in the shadow to complete the creation process. During this time, Alux gain a massive growth spurt. By the end of this phase, Alux grows from below 1 inch to roughly around 1 foot. If the Alux figurine is broken or removed during this fragile phase, Alux will stop growing and slowly die. Baby Alux is blind when exposed to the light during this phase. They will try to run to darkness or freeze up and wait for darkness to return.

Child Phase

When Alux becomes ten days old, they can start working on their job. Alux is bound to a 7 year contract to this farm. It is their job to protect the farm from thieves and pest. Young Alux will have to tend to the crops. While Alux are known to bring good luck, this has not been proven. Alux serves the farmer from the shadow. Young Alux are very shy and dislike being seen. Sometimes a lonely Alux will reveal themselves to children. If the farm land changes owner ship, the new farmer must set offering (usually food) to the Alux. Failure to do so, will cause Alux to believe the new farmer is an intruder.

This 7 year contract is not a slavery contract, but a servant contract. Alux is free to do anything they wish to do as long as they do their job. If Alux is treated poorly or becomes angry with the farmer, Alux will stop doing their job. They will do their best to cause the farmer to loose sleep and drive the farmer crazy. Improving the Alux life style or giving offerings is the only way to appease them. This contract can be dispelled prematurely by destroying the Alux figurine egg.

Teenager Phase

At the end of the 7 year contract, Alux becomes teenager. Due to being a servant for long periods, Alux will have a strong desire to cause trouble and mischief. To prevent pranks being played on the farmer and everyone around them, the farmer will trap the Alux in their Kahtal (home) on the last day of the contract. Once the contract is over over, the farmer or a hired third party, will travel far away with the trapped Alux. They will release Alux in the middle of no where, where they cannot cause harm to no one.

Adult Phase

By the age 14, Alux will matures adult. With more mature body and mind, the desire to cause mischief will calm down. While it will never go way, Alux is mature enough to control these desires.

During childhood, goblins, gnomes, fairies, fey creatures, or animals can serve as the parental figure.

Natural Creation[edit]

Alux is created like any normal mammals, through breeding. Like platypus, Alux lay between one and three eggs. Unlike traditional eggs, these look like clay figurine. These natural eggs are less detailed and more round than their artificial counter part.

The eggs are buried or places in a dark warm place. After a few weeks, the baby Alux hatch from eggs. While baby Alux know how to survive from birth, they are not very smart nor good at avoiding predators. Usually one or both parents or a family member, like an older sibling, are tasked with protecting the young. The life cycle of wild Alux is similar to the "tame" Alux but without the bound to a job.

At the age of 7, teenager Alux tend to leave their parents and set of on their own.

History[edit]

This history of Alux is lost to time. There is a lot of misinformation and myths about Alux. It is hard to tell which is the truth or a made up story.

Society[edit]

Alux's Society can be divided into two "factions" or way of life. The meathod of birth does not impact if an Alux would be "civilized"

In the "civilized" society, Alux are mostly made of adults or children in servitude. This servitude magically compels the Alux children from causing too much trouble. "civilized" Alux can be found in other race's civilized towns. Due to the fact that they are quick to feel emotions and always have an inner child, Alux are rarely take jobs that requires a trust worthy employee. They often take customer service and other jobs that allow someone else to "babysit" the Alux while they are doing their job.

"Wild" Alux form small tribes at least a day away from other civilization. Without the servitude, children and teenage wouls love to pull pranks and cause trouble. Such behavers are not welcomed in most civilized towns. For this reason, "wild" Alux civilization prefer to isolate themselves. "Wild" Alux can become more child-like compared the the "civilized" Alux. Regardless, of tribe or town Alux, the best way to anger them is to harm nature.

Despite the cultural difference, "civilized" and "wild" Alux intermingle freely. There is no hard feelings or negative views between the two cultures.

7 year Contracts[edit]

Alux love to work in a 7 year long contacts. It is a perfect length for any job. Just like the artificial Alux, contracted Alux are very devoted to their employers and dislike the change of leadership. While they are more tolerable to bad managers and bad work environment, if pushed to hard and ignore their warning, the prank wars will begin. While Alux can break the contract, it is considered as a social crime among the Alux.

Alux Names[edit]

Alux names don't adhere to convention. In fact, it's not uncommon for some Alux to be named after animals, plants, objects, or feelings that represent and complement their personalities.

Male: Frost, Strombo, Snowflake, or Nightshade

Female: Sea, Oceana, Cricket, or Marina

Alux Traits[edit]

Mexican Child-like Mini Elf
Ability Score Increase. Your Dexterity score increases by 2.
Age. Alux grow up very quickly. By the age of 14, they are considered as an adult. Even as a mature adult, Alux will still have many child-ish mischief tendency. Alux reach old age at the similar age to humans.
Alignment. You tend to bless people when they do good things to you and easily angered. Your alignment is usually chaotic.
Size. Alux are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small
Speed. Alux quick speed is described as "Alux have legs like a deer and feet like a lizard so that he will be swift and light.". Your base walking speed is faster than most small races at 30 feet.
Owl's Darkvision. "The Alux is granted the eyes like of an owl, in order to remain alert despite the darkness." 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.
Friends of all Animals. "In Alux mouth, resides the voice of all animals, which allows them to communicate with every animal." Through sounds and gestures you can communicate simple ideas with Small and Tiny beasts.
Tricksters. "Alux creates howling wind, frightening noises, and strange lights when angered." You know the Minor Illusion cantrip. Intelligence, Wisdom, or charisma is your spellcasting modifier for it.
Fearless. "Alux's heart is a combination of jaguar and dove, enabling them to be both fearless..." You add 1d4 to all saving throws against being frightened.
Go Away!. "...and Tender." You gain proficiency in sling shots. When you use sling shots, you may choose to not deal any damage or deal non-lethal damage with them.
Languages. You can speak, read, and write Common and Sylvian.
Subrace. Beast Shifter, Mexican Goblins, Mexican Gomes, Nature Spirit, Nature's and Farmer's Protector, and Traveler

Subraces Types

Alux's subraces fall between "civilized" or "wild". "Civilized" subraces are more common in "civilized" society. "Wild" subraces are more common in "Wild" society.

"Civilized"[edit]

Nature's and Farmer's Protector[edit]

These Alux were created to protect the farm land and nature. Some Maya believe that the Alux are called into being when a farmer builds a little house on his property, most often in a maize field (milpa). For seven years, the alux will help the corn grow, summon rain and patrol the fields at night, whistling to scare off predators or crop thieves. At the end of seven years, the farmer must close the windows and doors of the little house, sealing the alux inside. If this is not done, the alux will run wild and start playing tricks on people.

Ability Score Increase. Your Intelligence score increases by 1
Guard the Property. You know when someone enters your land. You can ritually cast Alarm. When you cast it this way, Alarm can last indefinably but disappears if you mov more thane 1 mile from it. When you cast Alarm, you may choose to cause it to create strange, unnatural sound when triggered, on top of the usual effects.
You can't Trap Me.. You can escape from thieves' grasp. As an action, you can teleport to any Alarm spell that you set down that you can see. Doing this will dispel all alarm spells that you have. Once you use this trait, you cannot use it again until long rest.

Traveler[edit]

Traveler Alux often explore the nature. They are known tp prank or help traveling people and farmers alike. Stories say that Alux will occasionally stop and ask farmers or travelers for food. If they refuse, the alux will create 'bad air' and blow it into the person. The person suffers fever, chills, bad sleep, or bad luck. However, if their conditions are met, it is thought the alux will protect a person from thieves or even bring them good luck. If Alux are treated with respect, they can be very helpful.

Ability Score Increase. Your Wisdom score increases by 1
Forest Native. You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means.
Ask for Food. As an action, you ask for food to a person that can hear and understand you. One of the following events happen.

If the creature gives you food or some other offering that could buy you food, you may choose to bless them for one hour. While creature is blessed, the following effects are applied:

  • The blessed creature feel like they have the youth and energy of a child.
  • Whenever the blessed creature makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
  • You are charmed by the blessed creature.

If the creature refuses to give you food or some other offering that could buy you food, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get cursed for one hour. While creature under the effects of cursed, the following effects are applied:

  • The cursed creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.
  • Whenever a cursed creature makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
  • You cannot harmed the cursed creature. You may continue to do bad things or forcing them to make saving throws against non-damaging abilities or spells on them.

Once you use either features, you cannot use it again until you complete a short or long rest.

"Wild"[edit]

Beast Shifter[edit]

A beast shifter is a Alux with close ties to animals. Beast shifter Alux have body parts of other animals including iguanas, deer, macaws, or coati. In some regions, locals say Aluxes can appear in more frightening forms, including dark shadows or shapes with glowing red eyes. Aluxes have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away.

Ability Score Increase. Your Charisma score increases by 1
Fey Creature. Your creature type is both Fey and Humanoid. Additionally, you may have a body parts of other animals. These body parts are purely cosmetic.
Familiar Shape. You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.
Shadow Familiar Shape. You can be made of shadows to scare off the kids. Whenever use Familiar Shape, you can choose to appear more frightening. If you choose this, the following is applied:

  • Your polymorph form is made of shadows with glowing red eyes instead of flesh and bones.
  • Your creature type is undead instead of beast.
  • You have advantage on intimidation checks but disadvantage on all other charisma checks.
  • You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Mexican Goblins[edit]

Alux are very similar to goblins. You lived with the goblins and pick up a few new tricks.

Ability Score Increase. Your Charisma score increases by 1
Goblin Tricks. You learn something from goblins choose one option from below:

  • Flee: You can take the Disengage action as a bonus action on each of your turns.
  • Hide: You can take the Hide action as a bonus action on each of your turns.

When you complete a long rest, you can switch to the other option.

Mexican Gnome[edit]

Alux are very similar to gnomes. You lived with the gnome and pick up a few new tricks.

Ability Score Increase. Your Intelligence score increases by 1
Gnome-like Cunning. You have advantage on all Intelligence and Wisdom saves against magic.

Nature Spirit[edit]

Alux originally is made from a statue and a nature spirit. Unlike most Alux, you managed to keep some abilities from the nature spirit. Tradition holds that alux are generally invisible but are able to assume physical form for purposes of communicating with and frightening humans as well as to congregate. They are generally associated with natural features such as jungles, forests, fields, caves, and even deep stones but can also be enticed to move somewhere through offerings. However, they are able to make a home anywhere they wish, as long as they have food, water, and shelter.

Locals and visitors alike should also avoid calling the Alux by name, since speaking the name of an Alux may summon it to you, an event that no Alux is a fan of.

Ability Score Increase. Your Strength score increases by 1
Fey Creature. Your creature type is both Fey and Humanoid.
Connection with Nature. You are particularly familiar with one type of natural environment and are adept at protecting and hiding in such regions. Choose one type of nature terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

Whenever you roll a Dexterity (Stealth) check in your chosen nature terrain, roll a d4 and add the number rolled to the total ability check.
One with Nature. You can use nature magic to hide yourself. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this spell.
Unwanted Summoning. As a creature strongly tied to nature, you can be summoned like any other fey creature. When someone cast a spell to summon fey creature, like conjure fey, and they say the word "Alux" as part of the spell casting, roll a d100. If the number is equal to or lower than the creature's level or cr, you are teleported to the location of the summoner. The GM may choose that only you get summoned, the entire party, or you and the usual fey creatures.

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