Dominus Claritas (5e Race)
From D&D Wiki
"With an army of Master Hands under its control, Galeem [the first known Dominus Claritas] sought to create a new world."
Dominus Claritas, literally translating to Lords of Brightness, are generally composed of 2 different types parts; a core, which is generally either an orb of light/darkness or an eye with a radius of about 2 feet, along with extremities, such as wings or spiky brambley tentacles. Dominas Claritas do not have a gender.
Dominus Claritas' history isn't well known, but there were two rival Dominus Claritas that have existed before, Galeem and Dharkon. Galeem is a Lord of Light, the subrace of Dominus Claritas which controls light, and Dharkon is a Lord of Darkness, the subrace that controls Darkness. Galeem came to the world of Super Smash Bros Ultimate and sought to create a new world, then Kirby weakened him and Dharkon started to take over, afterward, Kirby defeated both of them and the world of Super Smash Bros Ultimate was safe.
Dominus Claritas generally live alone and have no family, they come into existence when a powerful wizard uses a magical spell toward either the Sun or Moon. They may also just appear randomly for no apparent reason.
Dominus Claritas Names
Dominas Claritas do not name each other or themselves but are named by their creators. Their names are generally some sort of play on words or pun depending on whether they are a Lord of Light or a Lord of Darkness.
Masculine: Galeem, Dharkon, Lythor, Darnoness Feminine: Galeem, Darnoness,
Dominus Claritas Traits
Dominus Claritas have the abilities of either light or dark
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Dominus Claritas do not age, but they do know how old they are, Dominus Claritas can live to be as old as they desire.
Alignment. Dominus Claritas do not tend toward any particular alignment but are never chaotic, unless they are a Lord of Darkness.0
Size. Dominas Claritas usually have a maximum radius, starting from the center of their core, of 10 feet, and the minimum radius of 6 feet. Your size is 0Huge.
Speed. Your race can fly, but not walk, Your base flying speed is 40 feet. You are useless underwater unless you shape yourself otherwise, and your base swimming speed is 10 feet.
Core. Your core, if it is an orb of light or darkness, is your eye which can see in every direction at once, if it is an eye, then it is still your eye, but it needs to be oriented to see in a new direction. If your core is hit, you take double damage.
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.
Tremorsense. You can sense Vibrations up to 40 feet from your extremities.
Hands. You have the ability to summon 5 hands per day per any class level that obey you and are about the size of your core, much like the spell Mage Hand. The hands have HP equivalent to your hitpoints divided by the amount you have (whether at the same time or throughout the day) summoned. Their Stats are equal to your stats divided by 5, you regain all summons after a short or long rest.
Armorless Armor. You can't wear armor, but your armor class is 15. You have to have a custom made shield made to fit your body for you to use a shield.
Shape Morpher. You can morph your extremities into any shape that they could feasibly make.
Energy Blast. You can produce a large orb or 3 small orbs of energy that explode on impact. Each small orb does 1d6 per any class level force damage and can have different targets from each other. The single large orb does 3d8 per any class level force damage. You can only use this feature 3 times per long rest
Unsleeping. You cannot sleep, but to take rests you must shrivel up into a small ball and make no actions for the period of time a short/long rest takes.
Strong Extremities. Your extremities deal you half damage when they are hit.
Unarmable. You cannot use weapons.
Languages. You can speak telepathically, and read Common, Claritanish, and one other language of your choice
Subrace. Their are two subraces, Lord of Light which is summoned with the sun, and Lord of Darkness which is summoned by the moon.
Lord of Light
Ability Score Increase. Your Charisma score increases by 1
Master Hands. Your hands that you summon move elegantly and are LN. They are Right-Hands. Their Dexterity stat increases by 1.
Master of Light. You can control light and can bend it to your will. If there is light nearby, you can expend 1 Light Charge to manipulate it to illuminate an area, make a small object/creature invisible, or blind a creature. You Have 5 Light Charges per short rest.
Power of Light. You can add your proficiency bonus once more to any roll you want if you are in a well-lit area. You cannot use the Master of Light feature to create this effect.
Light Shed. You emit bright light from your core with a radius of 30 feet. You can expend one Light charge to emit the light up to a radius of 60 feet. You cannot use this feature to activate Master of Light.
Powerful Light burst. You can expend 2 of your Master Hand summons after summoning a Master Hand (this takes 4 if you do not have a Master Hand already summoned; you will have to summon a Master Hand) to cause the Master hand to unravel and become a beam of light, when that beam of light absorbs one willing creature, you take control over it.
Bane of Darkness. You hate the sight of darkness and want to eradicate it at all costs, you hate Lords of Darkness and when you can see one, you must only target Lords of Darkness with your attacks. You do 1.5x damage rounded down after the calculation when attacking Lords of Darkness.
Lord of Darkness
Ability Score Increase. Your Strength score increases by 1
Crazy Hands. Your hands that you summon move erratically and are CN. They are Left-Hands. Their Strength stat increases by 1.
Master of Shadow. You can control darkness and can bend it to your will. If there is an absence of light nearby, you can expend 1 Shadow Charge to manipulate the shadows to darken an area or blind a creature that doesn't have darkvision. You have 5 Shadow Charges per short rest.
Power of Shadow. You can add your proficiency bonus once more to any roll you want if you are in a poorly-lit area. You cannot use the Master of Shadow feature to create this effect.
Ultra Darkvision. Your darkvision is increased by 15 feet.
Crazy Outburst. You can expend 2 of your Crazy hand summons after summoning a Crazy Hand (this takes 4 if you do not have a Crazy Hand already summoned; you will have to summon a Crazy Hand) to send out a Crazy Hand to go berzerk and remove hitpoints from a creature of your choice equivalent to the Crazy Hand's HP plus is Strength modifier.
Bane of Light. You hate the sight of light and want to eradicate it at all costs, you hate Lords of Light and when you can see one, you must only target Lords of Light with your attacks. You do 1.5x damage rounded down after the calculation when attacking Lords of Light.
Random Height and Weight
|15 feet′ 5 inches″||+1d6||10 lbs for the orb, 30 lbs for the extremities lb.||× (1d2) lb.|
*Height = base height + height modifier