Crooked One (5e Race)

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Crooked One[edit]

These aberrations don't fit the mold of other aberrations, being all too human in behavior, but there's always something a little off about them.

Physical Description[edit]

Crooked Ones are always gaunt and while they are usually tall they vary wildly in height. They have hairless bodies and thick leathery skin that ranges in color from a very pale yellow to a blueish gray. They have sunken eyes with very piercing bright colors and a fanged smile. They have disproportionately long and slender limbs with big hands and feet, and only have holes where others would have ears.


It's hard to say where Crooked Ones come from, but they don't have any form of centralized culture. They simply migrate to other cultures and adopt their ways. While they are almost always seen as outsiders, there are just as many who resign themselves to that fate as there are those who readily embrace it! Many Crooked Ones find a life and acceptance as merchants thanks not only to their gregarious and outgoing personalities but also for their strong bodies that make bandits think twice about messing with them.

Crooked One Names[edit]

Some Crooked Ones use names taken from the culture they adapt to, but many use Aberration names.

Crooked One Traits[edit]

A aberration with a monstrous true form... and a charismatic charm
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
Age. Crooked Ones mature slowly and live a long time. You reach maturity at the age of 25 but can live to be around 500 years old.
Alignment. Most Crooked Ones tend towards goodness; not so much out of selflessness but rather an instinctive imitation of humanity.
Size. Crooked Ones range from 5'4" to 8'4" tall though they are rarely at either extreme. You are Medium.
Speed. Your base walking speed is 25 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.
True Form. As an action, you shed your humanoid form suddenly becoming a mass of writhing horrors appropriate of a race originating from the Far Realms. All creatures that can see you within a 30-foot radius must make a Wisdom saving throw or be frightened. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. You regain use of this trait once you complete a long rest.
Obsession. All Crooked Ones have an obsession. You obsess over something specific (see below table for example obsessions). When making a Intelligence or Charisma skill check related to your obsession, you are considered proficient in that skill, if already proficient in that skill you may add your proficiency bonus an additional time.
Sensitive Skin. You are sensitive to atmospheric vibrations. You have blindsight in a 10 foot radius, as long as you are not submerged in fluid or a vacuum.
Aberration. While you may act and appear at least somewhat human, you have a mind as alien as any Aberration. Your creature type is both Humanoid and an Aberration.
Languages. You can speak, read and write Common, Deep Speech, and one other language of your choice.

Random Height and Weight[edit]

5′ 1″ +3d12 100 lb. × (4) lb.

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

Example Obsessions[edit]

When creating a Crooked One character, you can use the following table) of obsessions to help flesh out your character, or make an equivalent obsession of your own.

d8 Obsession
1 Trinkets, Knick-knacks, and mystical artifacts
2 Books and Scrolls
3 Exotic Cultures
4 Clothes and Armor
5 Gold and Valuables
6 Plants and Animals
7 Dungeons
8 Unusual and Magical Weaponry

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