Niffin (5e Race)
From D&D Wiki
There are certain energies, certain spells, that are far too powerful for one magician alone. If you lose control, it will turn against you. It will kill you. It will consume you. Change you into something else.
|Alice, a female Niffin. Source: http://themagiciansdaily.tumblr.com/post/157031991180/wickoffski-niffinalice-being-highly|
Niffins retain their overall human physical appearance after transforming, but the blue flames of magical energy glow beneath the skin and burst sporadically upon the surface like solar flares, lending to their ethereal, otherworldly aspect.
Niffins are powerful beings of magical energy that are created when a wizard fails to maintain an emotionless mind while controlling a spell and becomes consumed by it. The wizard is then enveloped by a blue fire that takes over their body. Niffins have an ancient and unknown history. Throughout all of time there has been magicians that have pushed their upper limits, sometimes, too far. Niffins throughout history have always retained their lacking social skills.
Niffins lack an organized or controlled society. Because niffins are reduced to pure magic when transformed, they lose their "shade" in the process (the part of one's soul that makes them human) and their ability to think, feel and behave like the thoughtful and emotional beings they once were is lost as a result. Their primary desire is to feed their magical nature and essentially become all-knowing, god-like entities. The violent energy of their preternatural makeup is inherently chaotic and virtually impossible to control or dominate. They are self-indulgent, power hungry and unwilling to compromise, and therefore do not abide by social, moral or authoritative constructs and typically do not play well with others. Niffins have been known to work with one another, albeit out of self-interest, to expand individual power or achieve a shared goal.
Niffin do not have unique names, their names are retained from whatever they were before they were Niffins.
Niffins are cruel creatures, made of magic itself, they have no empathy.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score by 1.
Age. Niffins do not age, and they cannot die of old age.
Alignment. Niffins will almost always lean toward being Chaotic Neutral, despite what their alignment may have been as a human.
Size. Niffins are the size of regular humans, so your size is Medium.
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.
Innate Magic. As a niffin, you have an innate knowledge of magic. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the magic missile spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the misty step spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Quick Caster. You cast spells exceptionally quickly. Once per day, you can cast a spell that takes an action as a bonus action instead.
Arcana Proficiency. You gain proficiency in the Arcana skill.
Languages. You can speak, read, and write Common and one extra language of your choice.
Random Height and Weight
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*Height = base height + height modifier