Chaosborn (5e Race)
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|“||Pure order is but death. It is a dance of chaos and law which bring about life.||”|
|By Yi Kai Chew|
The chaosborn are mysterious beings made of chaotic matter. Due to this capricious nature of being, their forms are largely unstable and take on unnatural shapes. Some of these bodies have properties which defy the laws of physics and known nature. Those who are formed well enough have a degree of control over these weird bodies. They retain a sort of humanoid shape, but with varying textures and colors of skin. Some have a circular head while others have strange oblong or polyhedron heads. They do not always have visible eyes or orifices, and their limbs might sometimes be prehensile branches or tentacles instead of hands and feet. However, their humanoid forms are more or less cemented upon arriving to the Material Realm, and they become more uniform, and less unpredictable.
As their name implies, the chaosborn were created spontaneously from the Elemental Chaos of the Astral Sea. It is believed that they began to spawn around the period following the Spellplague. Their forms and variable abilities are influenced by the leakage of energies from the many realms present within the chaos. Their first point of contact was with the githzerai who had fled their original home after the split in their original race. It is believed that the chaosborn adapted humanoid forms first from them.
Chaosborn are like newborns in a world of order such as the Material Realm, without a real community of their own. They do not like to adhere to any set of reasoning or logic, instead doing as they please. Two chaosborn may even find sticking together due to their shared race too confining for their tastes. They are impelled to act on whim, often in spontaneous and inexplicable manners.
This usually puts them in the criminal category of a lot of societies where they may not understand why thievery or murder is wrong. Thus, chaosborn will often spurn civilization altogether. They are usually much happier in places of freedom, like in the wilderness of nature. Some do find fascination with the likes of cities, viewing them as jungles of survival.
Most chaosborn don't take on names, finding them a stagnant identity. A few will pick about three to five names and use a random one each day. Others eventually settle on one laboriously nonsensical one. These names do not adhere to gender and sometimes are incredibly hard to pronounce for all save the chaosborn who thought of it.
Names: Boligoohirupe, Gaarshagrakiino, Amatyurgyhingu, Farlujjinkhunig, Harharflagherrukh, Olugharbadrr
A race just formed out of the chaos
Ability Score Increase. Choose one of the following methods to assign your ability scores: (1) Three ability scores of your choice increase by 1. (2) One ability score of your choice increases by 2, and one other score increases by 1.
Age. Chaosborn have wildly varying ranges of lifespans. One was alive for as little as 10 years while another seems to have led a long life of 500 years. It is estimated that chaosborn do not age in uniform time.
Alignment. Above all, chaosborn are never lawful, preferring all the shades of chaos.
Size. Chaosborn vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Chaotic Form. Your form is changing sometimes, and not always to what you may like. Whenever you finish a long rest, you roll a d10 and take one of the effects from the Unplanned Body table below as it corresponds to your result. This effect lasts until you start your next long rest.
Lob Chaos. You know the chaos bolt spell and can cast it at its lowest level without material components. Once you cast this spell via this trait, you must finish a long rest before using it again.
Paracausal Will. Chaosborn are so chaotic that it would take an obscene amount of luck to subdue their free will. You have advantage against spells and effects which would have you act, move, or influence your thoughts against your will.
Embrace Unknown. Chaosborn fear nothing in the unknown future, not even their own possible demise. You are immune to being frightened.
Fantastic Unpredictability. When you make an attack roll, saving throw or ability check using a D20, you can choose to roll twice, and flip a coin (d2). Whichever dice roll the coin lands on is the result you take for the roll. You must finish a short rest or long rest before using this trait again.
Languages. You can speak, read, and write Common and one other language of your choice.
|1||Abyssal Eyes. 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.|
|2||Lungs of the Spire. You can breathe air and water.|
|3||Fimbul Skin. You are resistant to cold damage.|
|4||Hidden Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.|
|5||Muspel Grit. You are resistant to fire damage.|
|6||Root Walk. You ignore difficult terrain caused by uneven ground or broken stone.|
|7||Sky Sense. You always know which direction is north, and you can hold your breath for up to an hour at a time.|
|8||Steading Hunger. You have advantage in saving throws against being poisoned and diseases you may incur via food or drink.|
|9||Thraotor Conduction. You are resistant to lightning damage.|
|10||Pyre's Undying Will. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can only use this effect once, regaining use if you roll for it again after you complete your next long rest.|
Random Height and Weight
|6′ 0″||+2d4||125 lb.||× (1d6) lb.|
*Height = base height + height modifier