Im'ten (5e Race)

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Im'ten[edit]

Among the trees there is an ancient guardian society, they watch, they wait, they protect.

Physical Description[edit]

Seeming to almost not have skin, this wondrous race seems to almost tiptoe when they walk going on their heels only when standing in place. When they run they seem to almost leap instead and walking is more of a skip. They tend to cover themselves with clothing relating to their element (Earthy tones with earth Im'ten, bright reddish colors with fire Im'ten, etc.). All weapons that the Im'ten use are summoned and take the shape of whatever element their biome is. Fire being fire, cold being ice, and bludgeoning simply being earth like material (Get as creative as you wish).

jason-nguyen-jasonnguyen-mageknightconcept5.jpg
https://jasontn.deviantart.com/art/Ice-Mage-Concept-552499446/

History[edit]

The Im'ten are sprites of nature, originating from the Feywild. There isn't much known about them other than when their biome is in danger, they tend to help heroes reclaim the balance once more.

Society[edit]

The Im'ten are an abundance. Living within the Ethereal plane, they never seem to have a reason to show themselves until the world itself is in danger. The oddest thing being that they don't seem to have a sex rather than just simply exist. Also, Im'ten tends to lean toward caster classes and archetypes. They also tend to advise the Ik'tar society, usually communicating to heroes and leaders. Im'ten also chooses who the next leader of each clan is by putting on a display based on the biom through the process of volunteering and kneeling before the shrine dedicated to them.

Im'ten Names[edit]

Im'ten names are only three letters long making it hard to keep track of who is who if you're not one of them due to the repeats.
Male/Female: Lef, Sno, Ert, Fer

Im'ten Traits[edit]

Sprites of the biomes
Ability Score Increase. Your wis and int score increase by 2.
Age. Im'ten have the lifespan from 1000 to 4000 human years.
Alignment. Im'ten tend to favor more of a neutral alignment. Some can be found to be Good and very very few ever become Evil.
Size. Can be Medium, Small, or Tiny (Chosen when the character is created).
Speed. Your base walking speed is 30 feet if you are medium, or 25 feet if you are small, or 20 feet if you are tiny.
Eyes of the Ethereal. Im'ten can see into the ethereal plane and the material plane consistently, they have a dark vision of 30 feet and truesight up to 10 feet.
Elemental Biome. All damage that an Im'ten does is automatically turned into the damage type allocated to that biome. They cannot be slowed by any kind of natural difficult terrain while within their biome. Also, They have immunity of the damage type allocated to their biome.
Pacifist Tendencies. The Im'ten cannot Kill anything. Any damage they do, if it were to kill anything, will only incapacitate. Also anytime an Im'ten reduces a creature to 0 hit points, said the creature is immediately stabilized.
Walk! Skip! Jump!. Anytime an Im'ten dashes it's jump distance and height is doubled as well as it now scales off of Dexterity instead of Strength. Also, Im'ten ignores falling damage up to their speed and take half from double their speed and full past double their speed.
Fantastic History. The Im'ten can only choose the Hermit, Sage, or Acolyte background.
Frail Etherealness. This race cannot wear armor.
Languages. Ikleck, Primordial, Common

Rocky[edit]

Elemental Allocation: Bludgeoning
Biome: Mountains, Caves

Biome magic: Starting at level one you can at will use the cantrip Mold Earth. At level three you can use the spell Earth Tremor as a first level spell once a day without expending a spell slot or materials. At level five you can use the spell Dust Devil once a day without expending a spell slot or materials. At level ten you can use the spell Erupting Earth once a day without expending a spell slot or materials.
Landing Stone: Rocky Im'ten's do not take any falling damage

Freezing[edit]

Elemental Allocation: Cold
Biome: Anywhere with snow, moisture, any body of water

Biome Magic: Starting at level one you can at will use the cantrips Frostbite and Gust. At level three you can use the spell Ice Knife as a first level spell once a day without expending a spell slot or materials. At level five you can use the spell Blur as a second level spell once a day without expending a spell slot or materials. At level ten you can use the spells Tidal Wave or Wall of Water as a third level spell once a day without expending a spell slot or materials.

Smoldering[edit]

Elemental Allocation: Fire
Biome: Volcano, Anywhere engulfed in fire, lava, dessert

Biome Magic: Starting at level one you can at will use the cantrip Produce Flame. At level three you can use the spell Burning Hands as a first level spell once a day without expending a spell slot or materials. At level five you can use the spell Scorching Ray as a second level spell once a day without expending a spell slot or materials. At level ten you can use the spell Fireball as a third level spell once a day without expending a spell slot or materials.

Leafy[edit]

Elemental Allocation: Poison
Biome: Forests, Plains

Biome Magic: Starting at level one you can at will use the cantrip Thorn Whip. At level three you can use the spell Entangle as a first level spell once a day without expending a spell slot or materials. At level five you can use the spells Spike Growth or Barkskin as a second level spell once a day without expending a spell slot or materials. At level ten you can use the spell Plant Growth or Revivify as a third level spell once a day without expending a spell slot or materials.


Breezy[edit]

Elemental Allocation: Air
Biome: Clouds, High Places

Biome Magic: Starting at level one you can at will use the cantrip _______. At level three you can use the spell _______ as a first level spell once a day without expending a spell slot or materials. At level five you can use the spells _____ and ______ as a second level spell once a day without expending a spell slot or materials. At level ten you can use the spell ______ as a third level spell once a day without expending a spell slot or materials




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