Fractured (5e Race)
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|“||I once met a human who was like no others I had seen before. He was cold, distant, detached from this world. He kept saying things like he didn't belong here, or none of us really mattered. The only reason I tolerated him was that he was incredibly useful to us. Man, could he fight. But he was always distant, and he freaked me out.||”|
|—Varrakin Dor, dwarven fighter, a companion to a Fractured|
The fractured walk among all societies of the world. They are among the other races, hidden in plain sight. Yet they are different from all of the other races- they know they don't belong in this world, yet they can't place why, and they have strange abilities that even they can't explain.
The fractured are humanoids who don't quite fit in this world. They are out of sync with the world around them, and they don't belong in this reality. Not all of them realize that they don't belong in this world, but they all feel like an outcast, like something isn't quite right, and they all manifest some strange abilities.
Nobody truly knows where the fractured come from. There are a few theories, but none of them have been proven. The most popular theory, at least among race historians, is that they are creatures shoved in from an alternate reality. They were pushed through a fracture in realities and moved from one universe to another. They don't belong in our universe, and deep down they all know that. However, our universe tried to rewrite them to fit our world, wiping their memories and implanting false ones, even sometimes causing them to be reborn as a new creature. They are always never quite right in our universe, however, and that is why their molecules "glitch" every now and then- they are made of matter pushed in from an alternate reality, and the universe wants to reject it but can't.
The fractured can appear as many different things, as they are born to all different parents. They can be a dragonborn, an elf, a halfling, even an orc. They are most commonly human, though. They all have one thing in common, however- they are all detached and cold, distancing themselves from the rest of the world. They see it for what it truly is, even if they don't understand why- insignificant. They know that there is so much more out there and that they- and everyone they know- will eventually be forgotten and lost to time.
Hidden Gems or Frightening Abominations
The fractured can fit into society very well when they want to, hiding in plain sight without anyone noticing. They often do so, living in their home community without anyone ever knowing their true identity. However, if they are discovered, there are two ways people take it. Sometimes, they accepted by their culture, seen as people blessed by the gods or heralds of great things to come. However, more commonly they are seen as demons, people of unnatural power that don't deserve it. People are afraid of them and what they can do, so they shun them, cast them out of society. These fractures can become volatile, impulsive, and powerful, channeling their hatred against society. Or they can become great people and heroes, trying to find a family that will accept them
The fractured take on the names of the culture they were born into, but some take additional monikers when they accomplish a great feat. Some examples of these monikers are Reborn, Slayer, Helper, Guardian, and Liberator.
People who don't fit in to the world around them.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Fractures reach adulthood at around the age of 18. They live a bit longer than humans, and they usually live between 100 and 150 years. A few rare fractured can live to around 250 years.
Alignment. Fractures are most commonly neutral, not believing in strict rules but not openly against them. It is not uncommon for them to be good, but they are rarely evil.
Size. Fractures can have many different appearances, but generally they range in size from 4 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Planar Resistance. You have resistance to force damage.
Mystical Senses. You are proficient in Insight.
Temporal Glitch. You learn how to manipulate reality to a small degree. When you get hit by a weapon attack, you can use your reaction to cause them to reroll with disadvantage. You can use this feature once per short or long rest, or when you roll initiative again.
Planar Magic. You know the minor illusion cantrip. Once you reach 3rd level, you can cast the blur spell once using this trait, and you regain the ability to do so after finishing a long rest. Once you reach 5th level, you can cast the blink spell once using this trait and you regain the ability to do so after finishing a long rest. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and two other languages of your choice.
Random Height and Weight
Use the random height and weight table of your base race to decide your height and weight.