Awakened Weird (5e Race)

From D&D Wiki

Jump to: navigation, search

Awakened Weird[edit]

"So...I've asked this before, but-"

"Yes, I am fire given human form"

"And does that-"

"Yes, it means I can burn anything I touch, provided it can burn."

"So can I-"

"No, you may not roast marshmallows over my head."

-Callum the Ranger, asking his friend Blaze about his elemental nature...again...for the 20th time.

Physical Description[edit]

Awakened weirds look similar to genasi, but with less solid forms. An awakened water weird would look like a water genasi with literal water for hair, an awakened earth weird like an earth genasi but with gems for arms rather than in their arms, and so on.

History[edit]

Weirds don't have a history of their own, being so rare, but the history of mages that have attempted to create them is well documented throughout history. Most awakened weirds are experiments by notable mages looking for new spells or rituals, but some are made by mages looking to make themselves known. No one truly knows who first created the awakened weirds, or who created up the spells to do so. Most mages with the knowledge to create awakened weirds believe that the first mage to create them died from a freak accident related to the spell, which created the complexity of the spell's effect as it is known today.

Society[edit]

Being so rare, awakened weirds don't have their own societies, and either live away from civilization, with the one who awoke them, or hide among the closest city to their awakening. Some stay living with the mages who created them, but most leave either by choice of the mage or by sneaking away

Awakened Weird Names[edit]

With a weird being uncommon, and those crazy enough to awaken one especially rare, awakened weirds don't usually have naming conventions of their own. An awakened weird typically takes whatever word they like to be their name, usually referring to their elemental type. Though weirds do not have defined genders, they usually pick up on the concept in order to live within society. "Male" names are usually of more powerful and fierce events or objects, while "female" names are of calmer and gentler objects or events.

Male: Ocean, Boulder, Flame, Storm.

Female: Lake, Dust, Spark, Breeze.

Awakened Weird Traits[edit]

Elemental weirds given a humanoid form through extreme magics.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Depending on the magic used to create their form, an awakened weird can live in an awakened state for extremely varying times. Some live for months, others have lived for millennia.
Alignment. Being newly awakened, awakened weirds do not understand law or chaos, but they can learn it throughout their lives. Good and evil are simple concepts for them, allowing them to decide between the two how they like.
Size. The magics used to create them leave them with a humanoid form, giving them any build from humans, to elves, to dwarves, etc. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elemental Magic. You learn one cantrip from the Sorcerer spell list that deals elemental damage relating to your subrace element. You can also cast one of the following spells once without expending a spell slot, regaining this use of the feature after a short or long rest, as determined by your subrace.
Elemental Demise. If you die, your body disintegrates into a harmless substance suiting your subrace and leaves behind an elemental crystal along with your equipment. For the purpose of spells that would return you to life, the crystal is your body. If you are returned to life from the crystal, roll a d4. On a 1, you are returned to life as a different subrace.
Languages. You can speak, read, and write Common, and Primordial.
Subrace. Choose between water weird, earth weird, air weird, and fire weird

Water Weird[edit]

Ability Score Increase. Your Dexterity score increases by 1
Amorphous form. You can pass through an enemy's space as though it were difficult terrain, and can pass through an opening as narrow as 1 inch without squeezing.
Waterborne. You gain resistance to acid damage, and gain a swim speed equal to your movement speed. In addition, you don't need to drink and you can breathe air and water.
Shaping Body. Beginning at 5th level, you can cast the disguise self spell on your turn a number of times equal to your Intelligence modifier. Your regain all uses of this feature after a short or long rest. Intelligence is your spellcasting modifier for this spell
Watery Magic. Your Elemental Magic damage type is cold, and your spell is ice knife

Earth Weird[edit]

Ability Score Increase. Your Constitution score increases by 1
Earthen form. You gain resistance to force damage and, at 5th level, gain a burrow speed equal to your movement speed.
Earth Step. As an action, you can across difficult terrain created by earth or stone as though it was normal terrain for 1 minute. You can use this feature a number of times equal to your Constitution modifier. In addition, you do not disturb nonmagical, unworked earth and stone when using a burrow speed.
Earthen Sense. You can see in dim light within 30 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 grey. In addition, you gain a tremorsense out to 60 feet
Earthen Magic. Your Elemental Magic damage type is force, and your spell is earthtremor

Air Weird[edit]

Ability Score Increase. Your Wisdom score increases by 1
Airy Form. You can move through an enemy's space as though it were difficult terrain, and can pass through an opening as narrow as 1 inch across without squeezing.
Wind Shape. As an action, you gain a flight speed equal to your movement speed and can hover for 1 minute. You can use this feature a number of times equal to your Wisdom modifier. In addition, you don't need to breathe and gain resistance to fall damage.
Unbound Body. You have advantage on Dexterity checks and saves to escape grapples and nonmagical restraints.
Airy Magic. Your Elemental Magic damage type is thunder, and your spell is thunderwave

Fire Weird[edit]

Ability Score Increase. Your Charisma increases by 1
Flaming Form. You can pass through an enemy's space as though it were difficult terrain, and can pass through an opening as narrow as 1 inch across without squeezing
Hidden Flame. You gain resistance to fire and cold damage.
Fire Vision. You can see in dim light within 120 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 red
Fiery Magic. Your Elemental Magic damage type is fire, and your spell is burning hands

Random Height and Weight[edit]

Water Weirds[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 11″ +2d12 80 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Earth Weirds[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 11″ +2d12 250 lb. × (2d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Fire Weirds[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 11″ +2d12 20 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Air Weirds[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 11″ +2d12 10 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a awakened weird character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics. With quirks, feel free to substitute in your own ideas relating to the examples given.

d6 Personality Trait
1 My new life is a little strange. I make the most of it.
2 I abhor other elementals. They're bound by greed and power.
3 Why are humans and elves so strange? They all look so similar, yet they're so different.
4 I love the natural world of the material plane! Much different than the elemental planes.
5 Who in their right mind would ever befriend me? I'm the strangest of my kind.
6 Um...I can do a cool party trick.
d6 Ideal
1 Power: No one will take power from me. Only I deserve to take power from others. It's why I was made, after all. (Evil)
2 Charity: Even with my strange upbringing, I still give back whenever possible. It's the least I can do for an amazing gift. (Good)
3 Order: Despite my...unusual appearances, I still do what I can to uphold order, even with the elemental chaos swirling inside me. (Lawful)
4 Freedom: No one should live under the rule of another unless they wish to. I work to help others realize the same freedom I have. (Chaotic)
5 Survival: Survival of the fittest. No simpler rule in life, even the elemental immortals realize this. (Neutral)
6 Creation: Everyone can create, no matter their views on life. Even a strange being like myself. It's...calming. (Any)
d4 Bond
1 To my creator, wherever the old man is now. May the chaos be calmed in his astral wake.
2 To those I see as friends. For taking a chance on a strange being such as myself.
3 My enemies, surprisingly enough, have shown me the true meaning of loyalty and purpose.
4 Whoever gets in my way. Shows me that I'm going the right way.
d6 Flaw
1 I'm too eager to see what this world has to offer. I am often labeled as reckless for this.
2 If someone wants to fight, I will fight. Sometimes, I start fights just because I'm bored.
3 I shy away from fights unless I have to. Often times, I just straight run myself into a corner.
4 I think everyone secretly hates me, most times to the point of paranoia.
5 If someone hates me, I hate them with every inch of my being. If someone is kind, I will be a loyal friend to a fault.
6 Why does everyone think I'm evil just because I'm elemental? It's that question that leads me to isolation. Even among friends.
d6 Quirks
1 Sometimes your elemental nature can reveal itself more prominently. A little wave of water across your skin, a tiny rock falling from your hair, a puff of smoke from your nose, a random wind whipping your hair gently, etc.
2 Whenever you are nearby a source of your elemental nature, it tends to motion towards you harmlessly.
3 Although you don't exactly need to impress humanoids, your base humanoid body is...more "noticeable"
4 Whenever you use elemental magic, parts of your body harmlessly shift to that element briefly. Even if those elements conflict with your subrace.
4.00
(one vote)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors