Niphin (5e Race)
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Niphins are a race of pure solidified magical power, making their bodies unstable and naturally linked with the arcane forces. They live interesting and colorful lives, filled with magic and discovery, but have not been part of the outside world for very long. In their homeland, the island of Zyxl, there exists strange magic and creatures that were once thought to be only myth. Niphins are creative and intelligent, and enjoy a good puzzle. One will usually find a niphin to be the first to jump at the chance to solve a mystery. They dislike mechanical things, believing them to be inferior to the powers of magic.
Due to the nature of the material that their flesh is woven from, niphins experience a rather unique physiology. Niphins are less solid than other races, making them shockingly light for their 5 to 6 feet height, only ranging from about 60 to 80 pounds. Their skin and hair appear in an extensive variety of pastel and neon colors, and their multi-chromatic eyes glow with a mystical light. Niphins also emit a sort of magical exhaust from specific places on there bodies, which changes in appearance depending on the type of magic they use the most. Niphins wear flamboyantly extravagant styles of clothing and jewelry that are as colorful as the niphins themselves.
Being composed of arcane energy, niphins have a deep respect and understanding of magic. Their people have spent centuries isolated on Zyxl, learning and cultivating their power over magic, and have only recently integrated themselves into other civilizations. It is believed Zyxl was an area touched by the Weave in a special way that allowed for the flourishing of special magical beings. However, during the Spellplague, many of these specimens were wiped out due to dependence on magic. Niphin are believed to have adapted a more physical form than other arcane ethereal beings to continue existing. They therefore survived the twilight of magic in a newer, more solid form.
They are rather eager to discover new magic. Since niphins are so adept with magic, they will not usually pursue training in swordplay or other warrior lifestyles. Besides, they are rather weak compared to other races, so they do not fair well in warrior type battles anyway. Fortunately, their magical prowess more than makes up for their lack of strength, and makes them rather formidable foes.
Niphins’ aptitude for magic makes them popular with humans and elves, who enjoy their displays of mystical power. However, their strange ways make the dwarves suspicious of them, and their dislike for machines offends the gnomish people. While curious to discover the new ways of magic, the niphins believe the arcane is ultimately beyond one's understanding, and to tinker with it in efforts to find its workings is tantamount to a crime against the sacrosanct. This explains their derision of mechanical workings as inferior to magic, as mechanics are much more palpable and explainable.
Like their flamboyant selves, niphins rather enjoy names of exotic tongues and take on the monikers of other famous users of magic and mystical arts.
Male: Aphilentor, Astronius, Bellwin, Borrus, Castro, Callemor, Gandalf, Magnus, Merlin, Morzantis, Solenamor, Sirus, Rasputin.
Female: Acronil, Aphronia, Belladona, Bigby, Camilla, Castra, Morgana, Scarna, Tyranada, Unamora, Wandata.
A race of humanoid beings made of solidified magical energy.
Ability Score Increase. Your Wisdom and Charisma scores each increase by 1.
Age. Niphins don’t live very long, compared to humans, for they are physically unstable. They live for about 50 to 60 years before dissipating.
Alignment. Niphins lean toward the chaotic alignments.
Size. Niphins range from under 5 feet, to maybe scratching 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Magical Luminescence. Due to the magical nature of your skin, you have soft light emanating from yourself. When in darkness, you shed dim light up to 15 feet from yourself.
Arcane Understanding. Magic and its stories are right up your wheelhouse. You are proficient in the Arcana skill.
Mage Sight. You are very good at rooting out what has magic. You can cast the detect magic spell once, without material components. You regain use of this spell via this trait after you finish a long rest.
Arcane Affinity. Made of magic, you can resist its effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Antimagic Sensitivity. Because you are made of magic, you suffer ill effects in environments that sap its power. You have disadvantage on all attack rolls and ability checks, and your movement speed decreases by 10 feet while in the area of an antimagic field
Homo Arcanus. Your creature type is both elemental and humanoid. You are able to be affected by effects that can target either type. Due to your flesh being magical, you have advantage in saving throws against diseases.
Languages. You can read, write and speak in Common and Primordial.
Random Height and Weight
|5′ 2″||+2d4||60 lb.||× (2d4) lb.|
*Height = base height + height modifier