Anomalous Human (5e Race)
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|“||Outside, the night was dark, but within their tiny hut, Terra's father glowed with a brilliant light. She could not see it, of course, but her attunement to him had evolved into an almost telepathic sense. To most, it would seem as though the light was a solid shade of purest white. However, she had wandered with her father for years, and had grown accustomed to the subtle changes in his light; after all, hers had grown to match it. Terra could see the blue of exhaustion, the red of determination, but most prominently, the golden glow of joy. It was in this where she found the greatest love for him. As long as they had run, as long as they had been chased, lived in squalid cabins, slept under dank bridges, Terra's father had always been happy, and she had been happy too; she could hardly feel the darkness when they were together.||”|
|—Amir Fjerik, The Last Daisy|
Anomalous humans are a generic term for human beings with something added on, whether it's an ability, an affliction, or just something absurdly different. They can come to be born through several means (anomalous humans are always born, never made), most commonly through mystic or magical ancestry. Depending on the reason, some types of anomalous humans are more frequently appearing than others. The ones shown here are the most common types.
Blindstrikers are something of a paradox. They receive their name both from their latent ability to manipulate light, and the fact that they are all blind. In spite of their inability to see, blindstrikers are highly efficient fighters. One can always spot a blindstriker; rather than the usual misty eyes associated with blindness, blindstrikers have pure black eyes, with no iris or white to be seen.
Siegemasters are some of the scarier of the bunch. Fear of their impressive strength is only heightened by their innocuousness; indeed, some siegemasters look as though they would shrivel with a single punch, yet stun everyone around them after battling a minotaur unarmed–and winning.
Where a siegemaster may succeed in offense, an ironskin will in sheer endurance. They can survive the most brutal attacks without moving a finger, and then, when their attackers are totally exhausted, they calmly either walk away or kill the lot with nothing but a tiny knife. Ironskins can be quickly identified by their slow movements and unusually shiny skin. Some wonder if their skin is really as iron as it is named. Ironskins are usually born as a result of draconic ancestry.
Beastfolk are probably the least human-like of all the anomalous humans. While still noticeably humanoid, their immense size, claw-like nails, and hairy bodies make the people they encounter consider them as perhaps something different. Beastfolk, however, are not naturally inclined towards beastliness or savagery at all. When given the chance, several have in fact proven to be skilled artisans, scholars, teachers, and caretakers.
Anomalous humans have lived for centuries, though in recent years their population has more significantly increased. In the olden days, anomalous humans were sold as slaves for their diverse abilities and their superior ability compared to normal humans. However, their masters underestimated their power, and were subsequently overthrown. Nowadays, anomalous humans interact peacefully with members of other races.
Anomalous humans are uncommon enough that they rarely form their own racial societies. Their relationships with other races, particularly normal humans, are mostly peaceful, though with some exceptions. When in a settlement almost entirely composed of humans, for instance, anomalous humans can be seen as abominable and suspicious, and may end up being shunned by other humans in the group. However, most cultures and groups, especially more diverse ones, bear no ill will towards anomalous humans, and will treat them like anyone else.
It is important to remember that anomalous humans widely consider themselves humans, just with a bit added on; implying an anomalous human to be alien to or separate from humankind is usually met with coldness, and even offense in more tense situations.
Anomalous Human Names
Because anomalous humans have no collective identity, instead seeing themselves as undeniably human, they typically select names based on the (usually human) society they are born into. However, extensive anomalous human lineages will use names derived from famous humans (anomalous or otherwise), notable ancestors, or fusions of common names from humans and another race.
Male: Daimen, Heiandur, Milopavel, Krivlander, Glimoth, Janketh, Pelameng
Female: Hlinvonda, Labia, Pormaria, Korinala, Duvestra, Mietana, Armaia
Anomalous Human Traits
Humans with just a little extra added on.
Ability Score Increase. Your Constitution score increases by 1.
Age. Like normal humans, anomalous humans reach adulthood in your late teens and usually live less than a century.
Alignment. Anomalous humans tend to settle on the more extreme ends of the moral spectrum; some use their powers for good, some for evil, some for order, some for chaos.
Size. Anomalous humans vary widely in height and build, like normal humans, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You may select one of the following subrace options: blindstriker, siegemaster, ironskin, or beastfolk.
Ability Score Increase. Your Wisdom score increases by 1.
Blind Sight. While you are unable to see with your eyes, your other heightened senses make up for it. However, you still suffer from adverse effects. You have disadvantage on any ability check requiring sight, and you cannot see beyond 60 feet.
Laser Beam. You can use your action to shoot a powerful laser from your hands. This produces a 5 by 30-foot line dealing radiant damage. When you use your laser attack, each creature in the area of the beam must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your laser attack three times, you can’t use it again until you complete a short or long rest.
Radiant Blast. You can use your action to blast destructive light around yourself. This produces a sphere with a 10-foot radius dealing radiant damage. When you use your radiant blast, each creature in the area of the blast must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your radiant blast twice, you can’t use it again until you complete a short or long rest.
Sacred Flame. You know the sacred flame cantrip. Wisdom is your spellcasting ability for it.
Power of Light. You have resistance to radiant damage.
Ability Score Increase. Your Strength score increases by 2.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Athletics Proficiency. You have proficiency in the Athletics skill.
Strength Over Time. At levels 7 and 14, your Strength score increases by 1, to a maximum of 20.
Iron Skin. Your Armor Class cannot be lower than 16.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Total Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Heavy Body. You have a base walking speed of 25 feet.
Ability Score Increase. Your Strength score increases by 1.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Burrow. You have a burrow speed of 15 feet.
Savage Form. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Climbing Ability. Climbing does not cost you any additional movement.
Thick Skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Random Height and Weight
|4′ 8″||+2d10||110 lb.||× (2d4) lb.|
*Height = base height + height modifier