Heartless (5e Race)
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|“||The Heartless were using Maleficent from the beginning. She failed to notice the darkness in her heart eating away at her. A fitting end for such a fool.||”|
|—-Ansem, Seeker of Darkness|
There are two breeds of heartless, Pureblood and Emblem. Purebloods are generally ink black and take on very aberrant shapes, sometimes humanoid, sometimes not. Emblems are more colorful and carry the heartless emblem somewhere upon their body and are usually meant to look like something that resembles the world they are on.
Heartless have no official documented history, the words of survivors. Where they come from is the Realm of Darkness, a place of unspeakable horrors filled to the brim with darkness and types of Heartless that have not yet escaped into other worlds. Other races that have come across these beings can tell that they seem to lack intelligence due to their almost mindless behaviors. Survivors would say they are almost looking for something more than just people and their Hearts in hordes, attempting to wipe out all that stand in their way.
Special cases of survivors are beings with particularly dark hearts (Chaotic Evil, Neutral Evil, and Lawful Evil), can say that they have been able to take command of these creatures for their own personal use, as they seemed attracted to them in the first place.
Most recorded history of the Heartless are accounts written by those who had their world invaded by the heartless through their corridors of darkness and had to fend them or risk their world's descent into darkness.
Their past can be summed up into violence towards other races, ones who are capable of having Hearts to harvest.
Heartless, both Pureblood and Emblem, are after the same goal for being two different breeds, to collect the hearts of Somebodies and to engulf the hearts of worlds in darkness. When a Somebody's heart is claimed by the darkness, their heart travels to the Realm of Darkness before becoming a Heartless.
Heartless either are named after their respective kind, or if they have enough of a sense of self, they can keep their original name.
Male: Soldier, Shadow, Large Body, or their Somebody name.
Female: Soldier, Shadow, Large Body, or their Somebody name.
Heartless are corrupters of hearts, turning them to the darkness only to make more of them as they strive to corrupt the heart of worlds.
Ability Score Increase. Increase an ability by 1 depending on the subrace
Age. Born when their Somebody's heart succumbs to darkness, immortal until slain.
Alignment. Chaotic. Tend to lean toward Evil, but can be Good if a friend can release their old memories.
Size. Can range from Small or Medium, based on subrace.
Speed. Your base walking speed is 30 (sub race may affect this).
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.
From the Darkness. You are resistant to necrotic damage, but vulnerable to radiant damage.
Dual Physiology. You count as both Humanoid and Aberration.
Heartless. You are immune to all charm effects as they have no heart to influence.
Languages. You know Common and Deep Speech.
Subrace. Choose from the subraces below.
Ability Score Increase. +2 to Dexterity
Size. Shadow heartless range from 2 to 3 feet tall. your size is Small.
Surface Crawl. You are able to sink into the ground and become flat with the ability to crawl on any solid nonmagical surfaces for half your movement speed, and while in this state you have advantage on Stealth checks. You are unable to attack while flat. You cannot stick to magical surfaces such as ones created by spells, and difficult terrain still effects your movement speed. In combat, This ability must be used at the beginning of your turn and consumes all actions. No opportunity strike is triggered. You unflatten at the start of your turn following turn, and cannot reuse this trait on that turn.
Fleet of Feet. +5 to base movement speed
Ability Score Increase. +2 to Strength
Size. soldier heartless range from 4 to 6 feet tall. your size is Medium.
Claws. Soldier Heartless have claw like fingers. When making an unarmed attack Soldier heartless can use their claws to deal 1d4 of slashing damage.
Helmet Headed. While you are not wearing armor your AC is 11 + your Dexterity modifier.
Size. Large body heartless range from 7 to 8 feet tall. your size is Large.
Unarmored Defense. While you are not wearing armor AC equals 10 + Constitution modifier.
Unarmed Strike. When you make a successful unarmed attack, a Large Body Heartless deal 1d6 bludgeoning damage.
Unlikely Clothing. Normal articles don't fit you. Any garments you wish to wear must be custom-made with a material cost equal to the base item plus 50%. This does not include any service fee a craftsman may charge you.
Ability Score Increase. +1 to Strength and Dexterity
Size. Wild heartless range from 4 to 6 feet tall. your size is Medium.
Claws. Wild Heartless have claws on their fingers. When making an unarmed attack, Wild heartless can use their claws to deal 1d6 of slashing damage.
Variants. Wilds are divided into 3 categories: Power, Bouncy, and Sniper. Power Wilds are viscous, yet cowardly fighters and gain +5 to their attack rolls when attacking a pre-damaged target. Bouncy Wilds are timid creatures that leave banana peels behind them when startled. Subjects that attack you must make a DC 10 Dexterity saving throw or be knocked prone. If made, however any attack becomes an automatic hit. Sniper Wilds have keen eyes and thus gain advantage on Perception checks, and any ranged weapon you use gains an extra 20 feet of normal range.
Ability Score Increase. +2 to Intelligence or Wisdom.
Size. floating heartless range from 2 to 3 feet tall. you size is Small.
Fleet of Feet. +5 to base movement speed
Hover. Floating Heartless do not stand or walk, but hover over the ground at all times, and are able to negate 20 feet of falling damage.
Color Variant. Choose one type of color from the Color Magic table. Your Magic Blast, specific name, and damage resistance are determined by the Color, as shown in the table.
Magic Blast. You can use your action to shoot a magic orb 1ft in diameter. Your Color determines the damage type of the blast. When you use your magic blast the targeted creature must make a saving throw, the type of which is determined by your Color. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your magic blast, you can’t use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your Color.
|Color||Name||Damage Type||Saving Throw|
Random Height and Weight
|Sub-race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Floating||2′ 4″||+ 2d4||25 lb.||× (1) lb.|
|Shadow||2′ 8″||+ 1d10||50 lb.||× (2d4) lb.|
|Soldier||4′ 1″||+ 2d10||80 lb.||× (2d4) lb.|
|Large Body||7′ 5″||+ 2d8||200 lb.||× (2d6) lb.|