Eco-Touched (5e Race)

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Eco-Touched[edit]

Physical Description[edit]

Eco-touched are tall and well-built, with largely elf-esque features. They usually have bronze-tanned skin and bright-colored eyes. Their hair is always very long, especially on their forearms and legs. A thick tail of varying length sprouts from their hindquarters, which is strong and prehensile. Though it varies from person to person, eco-touched bear slight resemblance to animals that live in the environment they have adapted to.

Arctic eco-touched are much paler than their other kin, and with hair much longer than them as well. This hair is white with grey and pale beige streaks. This hair covers their limbs, head, and chest like a cloak, and often gathers icicles from the frigid cold in which they live. Their animalistic resemblances may take the form of hare or wolf ears instead of normal ones, a white, fox-like tail, or sharp teeth.

Costal eco-touched stand slender yet muscular. Their hair is many bright shades of green, and very greasy, so as to appear like seaweed. They have webs between their fingers and toes, and their feet are quite large, enabling them to swim gracefully. Their skin has a ripply quality to it when in bright sunlight. Their animalistic resemblances may take the form of silvery eyes with third eyelids, a flipper or flap for a tail, or a snout-like nose.

Desert eco-touched have stiff hair of muted tones, and coarse skin that resembles sand. They have very sturdy legs, and their tails are quite short. Their animalistic resemblances may take the form of scale patches on their skin, long, floppy ears, or a hump of fat on their neck.

Forest eco-touched have emerald hair with brown streaks near the scalp, and brown to ginger-colored hair on their limbs. They have very limber bodies. Their skin is very freckly, and is often caked with dirt, even when not in dirty areas. Their animalistic resemblances may take the form of whiskers around the mouth, paws instead of feet, or bushy, patterned fur along their tail.

Grassland eco-touched have long hair on their heads, which are colored streaks of yellow and mint. In their hair are wildflowers of many varieties, appearing as if braided in. They have small feet, which minimize contact with the ground and enable them to pass undetected. Their animalistic resemblances may take the form of dark fur markings around the eyes, bent-backwards legs, or large, yellow eyes with slit pupils.

Mountain eco-touched are very large and particularly burly. Their hair is colored like stone, with white tips. It is very loose and always seems to be blown by winds. They have rough hands and feet, which are very flexible, allowing them to climb tight cliff faces with relative ease. Their animalistic resemblances may take the form of a pair of goat or ram horns, talon-like feet and hands, or a fanned-out tail.

Swamp eco-touched have thick, dark-tanned skin and broad forearms. Their tails are particularly thick and long. Their hair is blotchy shades of black, dark green, and bronze. They have long legs that make them stand very tall. Their animalistic resemblances may take the form of crocodilian-like ridges along the tail, a recessed nose with slit nostrils, or long, pointed lips.

Underdark eco-touched have halfway-tanned skin and strong, clawed hands. Their claws are hard as stone, and can tear out tunnels for travel. They have thin hair colored black or dark grey. Their animalistic resemblances may take the form of insectoid mandibles on the cheeks, pure black eyes, or writhing, hair-like tendrils along the tail.

History[edit]

Eco-touched are not a naturally occurring race. They are formed from ordinary humanoids who have become lost in the wilderness. Those who cry out to the nature gods when in such a peril are transformed so that they might live. Many traces of their former appearance is wiped away, leaving an individual who somewhat resembles their old self. Eco-touched sport environmental adaptations that aid them in survival endeavors. Even outside of their favored terrain, they are natural survivors and foragers.

Attitudes and Beliefs[edit]

Most eco-touched see their transformation as a great gift, and receive it well. A few dislike it and seek a way to revert back to their true form. Regardless, eco-touched have an inborn connection to nature. Some reject their former societies altogether, and live in the wilderness that almost claimed them. Some live their lives as they once did. Most, however, combine the two, and hermit themselves from cities and towns but regularly visit. An eco-touched wilderness guide is a sure sign one will make it through said wilderness.

Eco-Touched Names[edit]

Eco-touched take their names from their previous race.

Eco-Touched Traits[edit]

Nature gods have transformed these once-ordinary humanoids to save them from their near-death experiences in the wilderness. They have adapted to the wilds in which they almost died.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Eco-touched age to adulthood at the same rate as their previous race, but live for 700-800 years after reaching it.
Alignment. Eco-touched usually aid those in need, as they themselves were blessed, leaning towards Good alignment. Some prefer to stick to nature alone, making them Neutral.
Size. Though they vary slightly depending on their subrace, eco-touched stand from 5 to 7 ft. tall and weigh anywhere from 90 to 450 lbs. Your size is Medium.
Speed. Your base walking speed is 30 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.
Survivor. You are proficient in the Survival skill, and you can add double your proficiency bonus when making checks with it while you are in the terrain determined by your subrace. You are also proficient in one other skill of your choice: Animal Handling, Athletics, Nature, or Stealth.
Innate Spellcasting. You know the Druidcraft cantrip. When you reach 3rd level and again at 5th level, you gain additional spells you can cast, as determined by your subrace. Wisdom is your spellcasting modifier for these spells.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose from arctic, coastal, desert, forest, grassland, mountain, swamp, and underdark.

Arctic[edit]

Ability Score Increase. Your Constitution score increases by 1.
Tundra Born. You have acclimated to cold climates, as described on page 5 of the DMG. You are also resistant to cold damage.
Ice Walk. You ignore the effects of difficult terrain composed of ice or snow, and you can move across icy surfaces without the need to make an ability check.
Hardy. You can go without food and water for a number of days equal to your Constitution modifier.
Arctic Spellcasting. When you reach 3rd level, you can cast Armor of Agathys once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Hold Person once with this trait, regaining the ability to do so once you complete a long rest.

Coastal[edit]

Ability Score Increase. Your Charisma score increases by 1.
Ocean Born. You have a swimming speed of 30 ft. and you can hold your breath for 1 hour.
Speak with Sea Creatures. Using sounds and simple gestures, you can communicate simple ideas and commands to beasts with an innate swimming speed.
Swift of Movement. Whenever you take the Dash action, your walking speed and your swimming speed are considered 35 ft. before they are doubled.
Costal Spellcasting. When you reach 3rd level, you can cast Create or Destroy Water once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Mirror Image once with this trait, regaining the ability to do so once you complete a long rest.

Desert[edit]

Ability Score Increase. Your Constitution score increases by 1.
Desert Born. You are acclimated to hot climates, as described on page 5 of the DMG. You are also resistant to fire damage.
Dry-Blooded. You only require 1 gallon of water every week, regardless of temperature.
Mirage-Proof. You have advantage on all checks and saving throws to discern magical illusions.
Desert Spellcasting. When you reach 3rd level, you can cast Silent Image once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Blur once with this trait, regaining the ability to do so once you complete a long rest.

Forest[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Wayfinder. While in a forest environment, you cannot become lost except by magical means.
Speak with Small Beasts. Using sounds and simple gestures, you can communicate simple ideas and commands with Small or smaller beasts.
Plant Walk. You ignore the effects of difficult terrain composed of thickets and foliage, unless the terrain is magical. You take half damage from this terrain if it has thorns, spikes, or similar hazards, unless the terrain is magical.
Forest Spellcasting. When you reach 3rd level, you can cast Entangle once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Barkskin once with this trait, regaining the ability to do so once you complete a long rest.

Grassland[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Far Stride. Your walking speed is 35 ft.
Shadow of the Plain. You can attempt to hide when only lightly obscured by tall grass, bushes, rain, snow, fog, or other natural phenomena.
Speak with Small Beasts. Using sounds and simple gestures, you can communicate simple ideas and commands with Small or smaller beasts.
Grassland Spellcasting. When you reach 3rd level, you can cast Expeditious Retreat once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Pass Without Trace once with this trait, regaining the ability to do so once you complete a long rest.

Mountain[edit]

Ability Score Increase. Your Strength score increases by 1.
Mountain Born. You are acclimated to elevations over 20,000 ft., as described on page 5 of the DMG. You are also resistant to cold damage.
Master Climber. You have a climbing speed of 20 ft., and you can climb rocky or uneven surfaces without the need to make an ability check.
Natural Athlete. Whenever you make a long jump, you cover an additional number of feet equal to your Strength modifier.
Mountain Spellcasting. When you reach 3rd level, you can cast Feather Fall once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Spike Growth once with this trait, regaining the ability to do so once you complete a long rest.

Swamp[edit]

Ability Score Increase. Your Constitution score increases by 1.
Muck Walk. You ignore the effects of difficult terrain composed of mud, thick plants, or shallow water, as long as the terrain isn't magical. Swimming only costs you half as much movement, and wading through water costs you none.
Poison and Disease Resistance. You have advantage on saving throws against poison and mundane diseases, and you have resistance to poison damage.
Death Roll. You have advantage on checks made to grapple a target and to maintain a grapple.
Swamp Spellcasting. When you reach 3rd level, you can cast Snare once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Alter Self once with this trait, regaining the ability to do so once you complete a long rest.

Underdark[edit]

Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. 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 gray.
Sunlight Sensitivity. While in direct sunlight, you have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Sharp Claws. Your claws are natural weapons, which you can use to make unarmed strikes. On a hit, a target takes 1d4 + Strength slashing damage on a hit. You are proficient with your claws.
Tunneler. You have a burrowing speed of 15 ft. You can burrow through solid rock at a speed of 5 ft.
Underdark Spellcasting. When you reach 3rd level, you can cast dissonant whispers once with this trait, regaining the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Darkness once with this trait, regaining the ability to do so once you complete a long rest.

Suggested Characteristics[edit]

When creating an eco-touched 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.

d8 Personality Trait
1 I love the beauty of nature the most.
2 I prefer the company of animals to the company of people.
3 I'm never very hungry. Sometimes I forget to eat at meals.
4 My transformation was a great experience, and I'm sure to let everyone know.
5 I recall the day of my transformation. It still gives me shivers thinking about it.
6 I like it really hot or cold, and despise the opposite temperature.
7 I'm prone to wandering off. Sometimes it leads to discoveries.
8 My favorite activity is hunting.
d6 Ideal
1 Devotion. My god saved me from the stickiest situation I've ever been in. I've got to return the favor. (Lawful)
2 Self-Discovery. I want to unlock all the secrets of my transformation. Every day, I've found some new cool thing I can do! (Neutral)
3 Aid. I don't want anyone to meet the fate I almost did. I'll protect my friends to the end. (Good)
4 Preservation. Nature deserves to stay. I'm a part of it now, and I need to keep it safe. (Neutral)
5 Independence. I'm not quite humanoid anymore, so why should I act like a part of their society? I call my own shots. (Chaotic)
6 Exploration. The secrets of nature are closer to my fingertips than they have ever been, and I need to discover them. (Any)
d6 Bond
1 I've got a loyal hunting companion who's always by my side.
2 I stick to my own devices. I work best flying solo.
3 I had some friends before my transformation, and still do. They're as curious about my new form as I am.
4 I stand and deliver for anyone who needs me. It's the right thing to do.
5 Ever since my transformation, I've always felt more like a part of nature. I cherish my relationships with wildlife.
6 I talk so much to the wilderness itself, it's practically an imaginary friend to me. It's just a habit.
d6 Flaw
1 I'm not used to having a tail. I whack people and knock over objects accidentally with it.
2 Deep down, I don't know if I can accept my new form.
3 I have a hard time interacting with people. Maybe I've been alone for too long.
4 I overreact to littering and other very minor acts of environmental destruction.
5 I feel torn between two worlds.
6 My mood is as changeable as the winds.
0.00
(0 votes)

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