Meick (5e Race)
From D&D Wiki
To know what you are feeling is to know the person
The Meick are astral energy personified. The color of this energy reflects the emotional spectrum. Their resting state is often yellow for happiness or light blue for surprise. Although unlikely, their other states are: red, showing anger; orange, showing, interest; light green, showing admiration; green, showing fear; purple, showing disgust; and blue, for sadness.
Meick have had encounters with the several astral realm races. Meick don't care for conflict and would rather avoid it if at ever possible. It is most often that Meick deal with the Gith due to the sheer number of Gith settlements within the Astral Plane though they would rather talk to just about any race on the Material Plane instead.
The most significant event that occurred for the Meick race was when the Astral Plane started to crack and pour into the Material Plane. This caused magic to run amuck and creature portals to other planes. These portals led to more and more planar creatures to show up on the Material Plane. Meick, who have always lived on the Astral Plane, now had ready access into the planes of existence.
Meick society has a very spiritual basis. Clerics among the Meick are always the leaders of settlements. Councils of clerics would guide larger populations of Meick. Meick paladins are honored for their spiritual service and are charged with the defense of the population. Meick that choose to take a spiritual path go through decades of training if not nearly a century. As such, Meick pride themselves for the dedication put forth to make the spiritual commitment.
Meick have names that reflect emotion or states of being.
Male: Pride, Courage, Caution
Female: Happiness, Pleasure, Relaxed
Empathy, at its core
Ability Score Increase. Your Wisdom increases by 1 and your Charisma increases by 1.
Age. Meick do not age while living on the Astral Plane so they have no set limit to how old they can be. They are considered adults after about 300 years or after the spiritual leader of the settlement deems them an adult.
Alignment. Meick are often neutral or neutral good.
Size. Meick are variables of energy but they maintain a size between 5' and 6'. Your size is Medium.
Speed. Your base walking speed is 30 feet, however you instead hover instead of walk.
Empathic. Meick are able to sense the current emotional state of any creature within 30ft of them. If a creature is attempting to hide their emotions from a Meick, they make a Wisdom saving throw. Use your Wisdom to determine the DC (8 + Wisdom Modifier + proficiency bonus).
Enlightened State. Meick know the Sacred Flame cantrip. Once you reach 3rd level, you can cast Calm Emotions once per long rest. Once you reach 5th level, you can cast Clairvoyance once per long rest. Wisdom is your spellcasting ability for these spells.
Living Energy. Meick are living, breathing astral energy. As such they are able to manipulate their form in such a manner as to where they can enter a hostile creature's space and stop there and can move through a space as narrow as 1 inch wide without squeezing.
Languages. Meick can read, write and speak Common and one other language.
Ability Score Increase. Your Wisdom is increased by 1.
Astral Knowledge. Meick that have much wisdom are taught to encourage it through broad knowledge. Choose 1 proficiency and 1 language that you have learned in your studies.
Strong Willed. Guide Meick are strong of mind. You have advantage on Wisdom and Intelligence saving throws.
Ability Score Increase. Your Charisma is increased by 1.
Weapon Training. Meick have proficiency in the following weapons: maces, shortbows, shortswords and longswords.
Warrior's Spirit. Warrior Meick have advantage on Strength and Charisma saving throws.
Random Height and Weight
|4'′ 10″||+2d6 + 2 in||30lbs lb.||× (1d6) lb.|
*Height = base height + height modifier