Emotions (5e Race)

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April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.


We all have emotions... but sometimes they have us! If this is the case you are an emotion, or "emo" for short.

Physical Description[edit]

Emotions' physicality is exactly the same as ghosts. They always show the emotion they died from on their face, and sometimes this results in Emotions with tears running down their face all the time or Emotions with a perpetual state of arousal.


Emotions are a very special type of ghost. When something dies exclusively from insanely strong emotion a "Emotion" is born. When they haunt places they give people a strong sensation of whatever emotion they died from. Emotions are perpetually feeling the emotion they died from, but the only way for it's unfinished business to be solved is for it's emotion that killed them to go away.


The society of Emotions is an emotional one. These strange ghosts, unlike other ghosts, aren't bound to anything except the emotion they died from. Emotions are travelling ghosts

Emotions' Names[edit]

Emotions tend to go by the emotion they were killed by because they can't think of anything better to represent themselves as.

Emotions' Traits[edit]

You don't want these.
Ability Score Increase. Your wis score increases by 2 and your cha score increases by 1.
Age. Emotions don't age, they perpetually look like the age they died at
Alignment. There alignment is strongly influenced by the emotion they died from. Some examples are Anger = Chaotic or Lawful Evil, Happiness = Chaotic Good, Calm = True Neutral, Boredom = Chaotic Neutral, and Lust = Chaotic Anything.
Size. Emotions look exactly like the race they died as. Your size is medium.
Speed. Your base walking speed is 0 feet. Your base flying speed is 40 feet.
Ethereal Sight. Emotions have 60 ft Normal and Darkvision. Emotions can see 60 ft into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Emotions can move through other creatures and other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Etherealness. Emotions can take an action to move to move to the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
You Get To Pick What Emotion You Have For Once. Pick the emotion that killed you and turned you into a Emotion this will be used later on in other racial traits, the DM decides what these emotions affect and what effects they have.
Forced Empathy. Emotions can take an action to apply the emotion they died from to ANY creature within 5 ft of them (Emotional Death Emotions can pick from one of their five emotions to inflict upon the creature). The creature must succeed a DC 15 Wisdom saving throw or have a status condition determined by the emotion of the Emotion, the DM determines what status effect of what emotion should be.
Emotional Possession. Emotions can take an action to do this. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 10 Charisma saving throw or be possessed by the Emotion; the emotion then disappears, and the target is incapacitated and loses control of its body. The player of the Emotion now controls the body but doesn't deprive the target of awareness. The Emotion can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesnt gain access to the target's knowledge, class features, or proficiencies. Something interesting that happens is that strength of the Emotion's emotion physically alters the targets abilities, so depending on what emotion the Emotion haves one ability score out of Strength, Dexterity, or Constitution are increased by five and another is decreased by five an example would be Anger = Str +5, Dex -5. When playing a Emotional Death Emotion each emotion has this effect, but they can only sustain this for five turns then Emotional Possession forcefully ends and the target becomes incapacitated for three turns. When possessing a target the Emotion loses access to all it's racial traits besides Forced Empathy and inherits it's targets racial traits until Emotional Possession ends. The Emotional Possession lasts until the body drops to 0 hit points, the Emotion ends it as a bonus action, or the Emotion is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Emotion reappears in an unoccupied space within 5 feet of the body. The target is immune to this Emotion's Emotional Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Languages. any languages it knew in life.

Emotional Death Emotion[edit]

Ability Score Increase. Your cha increases by 1
A Little Too Emotional. You get to pick from five emotions instead of the normal amount of one.
Vent. Emotional Death Emotions can take an action to attack everything within a 10 ft radius of themselves each creature in that area must succeed on a DC 9 Charisma or suffer 5d4 force damage. After Emotional Death Emotions use Vent they are Stunned for two turns and lose all emotions effects until a short rest. When an Emotion has no emotion effects ignore when a racial trait tells you something is determined by an emotion. The feature does more damage at higher levels: 6d4 at 5th, 5d6 at 11th, 6d6 at 17th.

Emotionally Attached[edit]

Ability Score Increase. Determined by what creature you're possessing
Well, I've Just Had It For So Long And I Really Don't Wanna Get Rid Of It At This Point, It's All I Have. The Emotion is forever in a state of Emotional Possession on it's target, which can be any race, and can't leave no matter what. When in this type of Emotional Possession you only have a stat decrease of two. You don't inherit ability scores from the creature your ability scores are it's ability scores, but the racial ability score bonuses only take effect if they effect Strength, Dexterity, or Constitution. The reason why they can't be separated from the body is because they've been in it so long the soul of the original owner had been forcefully pushed out by the emotion.
Can't Pull Me Out!. When dispel good and evil is used on an Emotionally Attached they stay in the body, but become Incapacitated for 4 turns if they fail a DC 14 Constitution saving throw.

Random Height and Weight[edit]

Based off of original race.′ ″ +Based off of original race. Nothing? lb. × (Also Nothing?) lb.

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

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