Amused (5e Race)
From D&D Wiki
Every living being can feel horror. The fear and terror of dying, being tortured, to lose someone is present in everyone. The amused, however, are beings made and molded by those feelings.
The amused are strange humanoids, even more so than their name implies. Amused are horror benders, being able to use emotions of visceral reaction against their opponents. Despite that unnerving detail, they are far from demonic monsters or aberrational aliens. In reality, the amused appear as simple humanoids, often with grey skin. However, one's perception of an amused may change based on what the amused wants the watcher to see. This allows them to warp their appearance to create moments of uncanny valleys, which spike the watcher's fear, much to the amusement of the amused.
Deimos and Phobos
The gods of horror, Deimos (Dread) and Phobos (Fear) were bored, so they took a couple of humans captive, and brought them to their father, Mars', workshop. There, the two gods modified their subjects' mind and bodies. Deimos modified the people first and left them there, but Phobos told his share of captives the secret of panic. The two groups became the subraces of the amused, namely the deimorians and the phobosians. The two gods playfully sent their creations against each other to see who was stronger. War between the two cultures broke out, and the phobosians were winning with their panic strategy. Just then, Deimos appeared and told his people the secret of dread, how to make the mortal heart tremble, not just run-on chaos. The war on the drawing table ended in a stalemate. The amused were thusly named for being playthings of the gods. To further their enjoyment, Deimos and Phobos deposited these creations back into the mortal world to spread panic and dread.
Fearful and Panic
Strangely, amused are not immune to the effects of the fear which they are known to cause themselves. However, they are aptly prepared to protect against it. Save the aspect of their fear-inducing powers, amused are known to have vague and broken attitudes, as if a portion of their selves were broken amid experimentation. Amused often will talk and then trail off absentmindedly, staring off into space. What keeps them engaged is watching fear and trembling at work. This sometimes earns them the reputation of being sadists. While it is certainly true that they are often maliciously inclined, they are able to also have other temperaments.
True to their origin, the amused like to take names which strike fear immediately into the hearts of listeners. As such, they will often end up with names that sound more like titles than actual names. If they were given names, they will attach as frightening a title they can to the end.
Male: The Devourer, Alex the Conqueror, Blade Man, The Hook
Female: Man Killer, Neck Breaker, Bloody Locks, Slashette
Divine creations of dread and panic
Ability Score Increase. Your Constitution score increases by 2.
Age. Amused are creatures with a larger lifespan than humans. You reach adulthood with 18 years and lives up to 340 years old.
Alignment. Amused are horror inducing humans, with a little tint of evil in their souls. They are commonly evil, but other alignments aren´t uncommon.
Size. Amused are the same size as humans. Your size is Medium.
Speed. Your walking speed is 30 feet.
Darkvision. 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.
Horror. Amused are unstoppable, even if fate hates them. Whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Intimidating. You are terrifying, your demeanor shows this pretty well. You have proficiency in Intimidation.
Languages. You can read, speak, and write Common and Celestial.
Subrace. Choose from the Deimorian and Phobosian subraces.
Deimorians are the dread-inducing people, and are way more vicious and violent than their counterparts. They tend to be tyrants or authoritarians leaders, leading people with their sheer presence.
Ability Score Increase. Your Charisma score increases by 1.
Frightful Presence. As an action, each creature of your choice within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.
Dread. You have advantage on saving throws against being frightened.
Phobosians are strategic people, impelling panic in their enemies' hearts, making they vulnerable to their attacks and manipulation.
Ability Score Increase. Your Intelligence score increases by 1.
Maddening Presence. As an action, each creature of your choice within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or become afflicted by short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.
Panic. You have advantage on saving throws against being charmed.
Random Height and Weight
|4′ 10''||+2d10||145 lb.||× (1d8) lb.|
*Height = base height + height modifier