Mephit (5e Race)

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Mephit[edit]

Physical Description[edit]

Mephits are short and scrawny, with small torsos and elongated limbs. Their faces are wedge-shaped, with pointed noses and ears. They have sharp claws on their fingers. A pair of bat-like wings sprouts from their backs. Their eyes are small and beady, and they glow with elemental fury.

Ice mephits have arctic bluish-white skin, and their eyes glitter with crystalline frost. They emit subtle snowflakes as they flap their wings. Steam mephits have skin white as cloud, with orb-like eyes of hot color. Puffs of vapor drift off their bodies. Magma mephits are brown and grey, with molten cracks in their skin, especially on their wings. Their eyes glow with igneous heat. Dust mephits are sandy tan, with dull, glassy eyes. Dusty particles fall off of their wings like sand in the wind.

History[edit]

Mephits are native to the Elemental Planes, in the areas where they overlap into the Elemental Chaos. They sometimes wander the border regions Elemental Planes, or may cross over to the Material Plane.

Attitudes and Beliefs[edit]

Mephits are known for their unpleasant natures, which usually reflect the qualities of the para-element they embody. For example, ice mephits are as cold as the frost they breathe, and act without empathy. Mephits love to cause chaos, and use their innate magic to aid their goals.

Mephit Names[edit]

Mephits take Auran, Aquan, Terran, and Ignan names, or elemental titles such as those of Genasi.

Mephit Traits[edit]

Small, unpleasant creatures from the ever-churning Elemental Chaos, who wield para-elemental powers.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Mephits are elemental creatures and thus do not age normally.
Alignment. Mephits are known for their malevolent quirks, and tend towards Evil alignment.
Size. Mephits stand quite short, ranging from 1.5 to 3 ft. tall. Your size is Small.
Speed. Your base walking speed is 30 feet.
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.
Elemental. Your type is elemental instead of humanoid.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. A target takes 1d4 slashing damage on a hit. You can use your Dexterity modifier in place of your Strength for attack and damage rolls made using them. You are proficient with your claws.
Wings. You have a flying speed of 30 ft. You must not be wearing medium or heavy armor in order to fly.
Breath Weapon. As an action, you can exhale dangerous elements in a 15-ft. cone. Every creature in that area must succeed on a Dexterity saving throw. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. On a failure, they suffer effects that depend on your subrace. Once you use your breath weapon, you cannot use it again until you complete a long rest.
Poison Resistance. You are resistant to poison damage, and you have advantage on saving throws against poison.
Death Burst. Whenever you are killed, your body explodes, leaving no physical form. Every creature within 5 ft. of you must succeed on a Dexterity saving throw with a DC equal to that of your breath weapon. On a failure, they suffer the effects of your breath weapon. If you die in this way, only True Resurrection or Wish can restore you to life.
Languages. You can speak, read, and write Common and Primordial.
Subrace. Choose from ice, steam, magma, or dust mephit.

Ice Mephit[edit]

Frost Breath. When you use your breath weapon, a target takes 2d6 cold damage, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Ice Magic. You can cast Fog Cloud once with this trait, regaining the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for it.
Frigid Body. You are resistant to cold damage.

Steam Mephit[edit]

Steam Breath. When you use your breath weapon, a target takes 2d6 fire damage, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Steam Magic. Once you reach 3rd level, you can cast Blur once with this trait, regaining the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for it.
Boiling Skin. You are resistant to fire damage.

Magma Mephit[edit]

Flame Breath. When you use your breath weapon, a target takes 2d6 fire damage, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Magma Magic. Once you reach 3rd level, you can cast Heat Metal once with this trait, regaining the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for it.
Volcanic Strikes. Whenever you make attacks with your claws, you can choose to change the damage type from slashing to fire.

Dust Mephit[edit]

Blinding Breath. When you use your breath weapon, a target that fails its saving throw is blinded for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Once you reach 11th level, the DC increases to 9 + your Charisma modifier + your proficiency bonus.
Dust Magic. You can cast Sleep once with this trait, regaining the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for it.
Sandy Sight. You have advantage on saving throws made against being blinded.

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