Eevlet (5e Race)

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eevlet[edit]

a eevlet
a bubbleon mage
a bolteon paladin
a flameon barbarian
a psyceon cleric
a darkeon rouge
a grasseon ranger
a frosteon wizard
a nympeon bard

Physical Description[edit]

The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has cream colored with light pink fur with four ribbons coming from two bows and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.

Society and History[edit]

The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types, using the Sacred Blade unique to their culture. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, cooking shops for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.

Eevlet Names[edit]

Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.

male eevlet names: John, Dave, Billy

female eevlet names: Penny, Christein, Joise


male bubbleon names: Riptide, Webs, Shark

female bubbleon names: Tsunami, Coral, Anemone


male bolteon names: Bolt, Thor, Radian

female bolteon names: Inani, Gamma, Bronte


male flameon names: Burn, Flare, Ash

female flameon names: Ember, Cyra, Brigid


male psyceon names: Aladdin, Ambrose, Cyfrin

female psyceon names: Diana, Eos, Evelina


male darkeon names: Balam, Acheron, Christopher

female darkeon names: Lilith, Luna, Maleficent


male grasseon names: Brich, Wolfsbane, Venus

female grasseon names: Ivy, Sundew, Willow


male frosteon names: Frost, Boreas, Winter

female frosteon names: Crystel, Mink, Aurora


male nympeon names: Archer, Arcenio, Gardevoir

female nympeon names: Sylvia, Tiana, Pixie


Eevlet Traits[edit]

Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.
Alignment. The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.
Size. Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Scamper. If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 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.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nympeon.

Bubbleon[edit]

Ability Score Increase. Your Constitution score increases by 2.
Elemental Water Infusion. You have resistance to acid damage.
Amphibious. You have a swim speed of 30 feet. You can breathe in water and air.
Aqua Camouflage. When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.
Hydro Pump. As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.

Bolteon[edit]

Ability Score Increase. Your Strength score increases by 1 and your Dexterity increases by a further 1.
Elemental Lightning Infusion. You have resistance to lightning damage.
Jolting Needles. In your fur you have six electrically charged needles. On your turn, you can expend the charge in a needle for one of the following effects. When you finish a long rest, all your needles recharge.

  • Ignore the effects of difficult terrain during your movement this turn.
  • Use the Dash action as a bonus action.
  • As an action, you release a bolt of lightning from your body, forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. A creature tales 1d10 lightning damage on a failed save. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level.

Flameon[edit]

Ability Score Increase. Your Wisdom score increases by 2.
Elemental Fire Infusion. You have resistance to fire damage.
Sunny Days. You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn – no action required – or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.
Fire Fluff. You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.

Psyceon[edit]

Ability Score Increase. Your Intelligence score increases by 2.
Elemental Eon Infusion. You have resistance to psychic damage.
Psychic Mind. You can communicate telepathically with any creature you can see within 30 feet of you. You can psychically pick up objects as an action that are smaller than 5 ft and are less than 100 lbs.
Eon Psionics. You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Command spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 7th level, you can cast the Aura Of Vitality spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Darkeon[edit]

Ability Score Increase. Your Strength score increases by 2.
Elemental Darkness Infusion. You have resistance to Necrotic damage.
Fake Out. On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn.
Moonly Glow. You know the faerie fire cantrip, but you can only cast it on yourself, and the color is yellow.
Assurance. When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.

Grasseon[edit]

Ability Score Increase. Your Wisdom score increases by 2.
Elemental Life Infusion. You have advantage on saving throws against poison, and you have resistance against poison damage.
Plant-Like. You have advantage on Dexterity (Stealth) checks to hide in foilage.
Chlorophyll. When you are in bright sunlight, you have advantage on initiative rolls.
Leaf Guard. If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.

Frosteon[edit]

Ability Score Increase. Your Constitution score increases by 1 and your Dexterity increases by a further 1.
Elemental Ice Infusion. You have resistance to cold damage.
Snow Adaptation. You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.
Ice Beam. You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.

Nympeon traits[edit]

Ability Score Increase. Your Charisma score increases by 2.
Elemental Light Infusion. You have resistance to radiant damage.
Cute Charm. When you Are hit with a spell, If the Attack Missed, The Attacker must make a wisdom saving throw, or be charmed by you.
Ribbons. You have four ribbons you can use as hands. As a bonus action, you can interact with an object within 30 ft of you. As your action, you can strangle someone. Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage. Your ribbons have 1 magical charge. you can use a charge for one of the following effects. Each Magical charge can be used once. You regain all the uses of your ribbons charges when you finish a long rest.

  • choose a humanoid you can see within 30 ft. The target must make a Wisdom saving throw or disengage from battle. If the target is not mad or angry, This effect does nothing, and your turn is wasted.
  • Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.
  • Starting at 5th level, you may cast moonbeam once, without material components.

The DC for the attacks above (unless one is already listed) is 10 + your proficiency modifier + Your ASI modifier (if its darkeon, its your strength modifier)

Random Height and Weight[edit]

eevaform

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6 ft′ '' +2d12 90 lbs lb. × (2d10) lb.

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

eevlet

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2 ft′ '' +2d12 35 lbs. lb. × (2d10) lb.

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

Eevlet Feats[edit]

When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.

Absorb Element[edit]

Prerequisite: Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace

When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.

The damage type depends on your eevlet subrace, as follows.

  • Bubbleon – acid
  • Bolteon – lightning
  • Flameon – fire
  • Frosteon – cold
  • Nympeon – radiant

Psychic Body[edit]

Prerequisite: Eevlet race, psyceon subrace

When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.

Pitch-Black[edit]

Prerequisite: Eevlet race, darkeon subrace

When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.

Leaf Blade[edit]

Prerequisite: Eevlet race, grasseon subrace

As your action, you swing your sharp tail at one target within 5 ft of you. They make a dexterity saving throw, or take slashing damage equil to your level. If you gain this feat at level 4, the damage for this attack is 2d6. If you gain this feat at level 8, the damage for this attack is 4d6. If you gain this feat at level 12, the damage for this attack is 6d6. If you gain this feat at level 16, the damage for this attack is 8d6. If you gain this feat at level 19, the damage for this attack is 10d6. you can use this action the same number as you proficiency modifier, and regain the uses after a long rest.


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