Half-Douen (5e Race)
From D&D Wiki
When an unbaptized child is on the verge of death in a forest, very rarely will a special occurrence happen; the dying child may be saved from its untimely fate by the spirits of other children who died unbaptized, alone, and afraid: the douen.
A half-douen may never age past the age that they were when they were saved by the douen, and from that day onward the details of their face are forever obscured by a thin hazy mist. The more unlucky ones have their eyes blocked up by skin so they no longer see. Half-douen are never taller than 3 feet, and perpetually have any bruises or wounds on their body from the moment before they became a half-douen. Other than the changed face, never aging, and the consistent bruises and wounds, the half-douen appears just like a child from any other humanoid race.
A half-douen has paid a terrible price for being kept alive by the mischievous spirits of the douen. The history of douen dates back to the first time a child was not taught in the ways of a god, and thus their spirit was left to fend for themselves and attempt to find their way to the after life on their own. Some children do find their way on to the next life, but the rest stay wondering the woods and nearby settlements of their death. They desire others to play with and so will play pranks on dwellers in settlements. Half-douen have only started appearing relatively recently in the grand scale of time. They are born of an unbaptized child near death, but still alive, who is touched by a douen and saved. From that moment forward, their faces become obscured like that of a douen and they are forever partially douen.
Society tends to look at half-douens as hideous monsters of a undead and fiendish nature, same as full douen. This is untrue, however, and is just the superstition of ignorant people. It may be true that full douen are of a undead nature, but they act more like pranksters than fiends. Half-douen are not dead at all as they were saved from death by douen. Half-Douen, depending on their previous position in a society, and the reception from their family, may spend the rest of their childhood inside the house as to not draw the ire of the rest of the town, or be forced into exile away from civilization and those we see them as monsters. Some, even in their forever youthful bodies, venture out to find acceptance maybe, or to join the douens outside.
Half-douen still remember their lives, prior to their rescue. However, after realizing the ostracism they often receive from their communities due to their new ghostly appearance many chose to take up new names. It is typically two words jammed together.
Names: ForestHeart, LostOne, FeyTouched, TreeWalker, Wanderer, PureHeart, TheReturned
Trapped Forever in their twisted childish bodies saved from an early death. A curse? Or a chance for rebirth?
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Half-douen are trapped in the body they had just before they were changed and as such the body is in a state of stasis. Half-douen cannot age, cannot be magically aged, and do not die from old age.
Alignment. Half-douen tend to be of chaotic alignments, as the wild spirits of the douen that have changed their body have seemed to have a lasting impact on the personality of the half-douen.
Size. Half-douen are always children when they are transformed as such they are always around two or three feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet, but are blind beyond this radius.
Prankster. The douen imprinted onto you a penchant for mischief. You are proficient in the sleight of hand skill.
Mislead. You have advantage on Charisma (Deception) checks to give false directions and lead people astray.
Douen Mimicry. You are able to parrot noises like the douen can. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read, write and speak in Common and Sylvan.
Random Height and Weight
|2′ 0″||+1d12||35 lb.||× (1d20) lb.|
*Height = base height + height modifier