Illager (5e Race)

From D&D Wiki

Jump to: navigation, search

Illagers[edit]

The overworld, fighting hard, was plagued by villagers turning evil and cruel through the curse of the far realm.

Physical Description[edit]

Illagers are a race of warlike humans. Their skin is grey, they have extraordinarily long noses, and they wear dark clothing. They fundamentally resemble humans but are dark, evil, and cruel.

History[edit]

Illager history is complex.

In the first world, humans were united under the First Villager, a primal deity of immense power. The far realm, a realm of darkness and insanity, is a copy of the first world. Its leader, Voideus, was bent on destroying the world. He convinced the 3 realms - Overworld, Baator, and the demiplane known as The End - to go to war. Humans tried to stay out of the conflict, but some warmongers, notably the warlord Johnny, wanted war. They separated from other humans, and in doing so brought a mighty curse upon themselves.

Society[edit]

Illagers have a hierarchy, with the Illusionists at the top, Evokers being nobles, middle-class Vindicators, and finally, Pillagers, bringing up the rear. At the peak of the hierarchy is the Raid Captains, supernaturally strong illagers with the power to curse other beings, and the bottom has evoker summons, called ravagers and vexes. They do frequent raids on towns and settlements.

Illager Names[edit]

Illagers have names relating to human culture. Johnny is an appropriate name for any Illager. Females have reverse names. Male: Robert, Stuart, Gabriel

Female: Lierbag, Trauts, Trebor

Illager Traits[edit]

Illagers are warlike folk with powerful abilities.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Illagers mature fully at age 10 and live for about 80 years.
Alignment. Illagers are more often than not Chaotic. They can be good or neutral but are raised to be evil.
Size. Illagers are about the size of humans, but their average is a little taller. Your size is medium.
Speed. Your base walking speed is 35 feet.
Rush. You can take the dash action as a bonus action. To use again, you must move 0 feet on your turn.
Illager Combat Training. You have proficiency in Battleaxes, Heavy Crossbows, Light Armor, and Unarmed Strikes. In addition, you add your proficiency bonus to your initiative rolls.
Languages. You can speak, read, and write Common and Undercommon.


Evoker[edit]

Ability Score Increase. Your Intelligence score increases by 2.
Ill Magician. You know the chill touch cantrip. When you reach 3rd level, you can cast the find familiar spell, summoning only undead sprites, 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 ray of enfeeblement 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. Any damage you deal with spells is converted to necrotic damage.


Pillager[edit]

Ability Score Increase. Your Dexterity score and your Wisdom score both increase by 1.
Crossbow Shooter. You add your Dexterity modifier to your ranged attack rolls.
Ambusher. You have advantage on damage rolls against surprised creatures.


Vindicator[edit]

Ability Score Increase. Your Strength score increases by 3, and your Intelligence score decreases by one.
Brutal Critical. You score a critical hit on a roll of 19 or 20 when wielding a greataxe or battleaxe.
Knockback Hit. Your attacks push creatures back 5 feet if they deal less than 4 damage.


Illuisoner[edit]

Ability Score Increase. Your Charisma and Constitution scores each increase by 1.
Blood Illusionist. You know the Minor illusion cantrip. In addition, as a reaction, you can create 2 illusionary copies of yourself. They last for 1 round and cannot be further than 5 feet from you or another illusionary double. While they exist, enemies have a 1/3 chance of hitting you.
Firework Crossbow. You can make a batch of 5 firework arrows during a short or long rest. You can fire them from a crossbow and they blow up once out of normal range or on contact with something. When they blow up, each creature in a 10-foot radius must succeed on a Dexterity saving throw or take 2d4 fir damage.

Feats[edit]

Occasionally, an illager may become a raid captain, gaining the ability to use a deadly curse. An evoker or illusioner may learn the forbidden magic of geomancy or enchanting. And a pillager may be trained to be a rider of the beasts known as ravagers. These are all represented by feats.

Raid captain[edit]

Prerequisite: Illager

You gain the following abilities:

•Increase one ability score of your choice by one. This may exceed 20 but not 22.

•As a reaction when you are reduced to below 1 hit point, you can curse the trigger. The target must succeed on a charisma saving throw or be cursed. While cursed, it magically summons an avatar of death, as described in the deck of many things, whenever it enters a settlement with at least 5 people.

Dungeon mage[edit]

Prerequisite: Illager, Illusioner or Evoker with Int, Wis, or Cha 13 or higher

This feat can be chosen multiple times

Choose geomancer or, if you are higher than 5th level, enchanter. You gain the following abilities based on your choice:

•If you chose geomancer, you learn the mold earth cantrip. In addition, you know the Maximillian's earthen grasp spell, and can cast it once per day without expending a spell slot.

•If you chose enchanter, you can cast the enhance ability spell at will, without expending a spell slot.

4
4.00
(4 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: