Maidra (5e Race)

From D&D Wiki

Jump to: navigation, search


There was an isle where five matrons were supreme. As their cloistered island drifted about the eternal sea that is the Astral ether, they observed the worlds in the great primordial soup. Journeys, secrets, conflict, peace, and doom ... they are the maidens of the odyssey.

Physical Description[edit]

Maidra are humanoids with glittering bluish skin like that of the starry night sky when it is clear and the nebulas are exposed in their nakedness. They have long, ebon hair and slightly sloped faces that make their eyes appear rather large like a deer. Like elves, they have long, pointed ears. Their stature is like that of a human's but usually very lithe and toned, and they have rather long tarsals. Maidran spines are raised and seem to make a cross on their backs where it meets their shoulder blades, and their bones are pronounced. Despite their oddly colored skin and odd head shape, people would find them graceful since their very movements are described often as beautiful.


The maidra are the children of the maidens of odyssey, who observe all that occurs from beyond the Celestial Stairways. They are born to those who the maidens allegedly bless with an unusual child with an even more unusual fate. This does not mean they are all heroes or villains, just that they have an interesting role in life. Many people have taken to believe they are actually misfortune without much evidence, probably since they look so strange. Thus, parents who birthed maidra would usually either be exiled or be forced to kill the newborn. Maidra are usually born to humans, though some have been found in dwarven, halfling and even elven societies.


The fate entrusted in each maidra child is merely one of an odyssey, as the maidens are named for. Their lives are usually in conflict with the many who do not respect their being, and they are longing to find a place where they can live in peace, away from persecution. It is rare, but maidra who happen to meet will usually stay together. There are small settlements made of maidra, but they are few and far in between. Usually, maidra live among other societies, preferably non-human ones, as they are more tolerant usually.


Maidra have a natural affinity for freedom. They are not always fond of dressing up, and prefer to wear minimalist clothing. Many of them are just looking for a carefree life where they can run about in nature and do as they please. There are some who wholly embrace the odyssey in their lives, and so gain a wanderlust, never settling down. To the maidra, life is a cosmic dance that they were blessed to experience. They are rather accepting of hardship, and have an unnatural wisdom even as young children. Some maidra have therefore been hailed as something like seers.

Maidra Names[edit]

Maidra are usually given a name from the society where they are birthed. When they grow up, they receive a sort of revelation about the nature of the maidens and their role in their lives, which usually christens them with a new name, denoting their growth.

Male: Titus, Jupiter, Hush, Pan

Female: Lyra, Reri, Erin, Pelle

Maidra Traits[edit]

Children of the maidens of odyssey
Ability Score Increase. Your Wisdom score increases by 2, and either your Intelligence or Dexterity score increases by 1.
Age. Maidra age at the same rate as humans, initially. However, around 25, they have an elongated period of youth, and eventually grow brittle and frail at around 100 years of age, living to about 120.
Alignment. They are usually either fascinated or scared of the world, and are very neutral.
Size. Maidra are a little taller than humans on average. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Secret's Vision. The maiden of secrets reveals what hides in the dark to you. 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.
Journey's Constitution. You are well enforced to go on long travels. You have advantage in saving throws against exhaustion.
Peace of Mind. Serenity crowns you to think clearly. You are immune to being charmed.
Conflict Force. Sometimes, a journey will drive you to unavoidable violence. You have an innate battle ability to confront it. You are proficient in one martial weapon of your choice.
Doom Eternal. The ending is inevitable. You permanently die if slain, and cannot be revived except by the wish spell.
Languages. Read, speak, write Common, Celestial, Elvin and Sylvan

Random Height and Weight[edit]

5′ 4″ +2d12 140 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!