Niphin (5e Race)
From D&D Wiki
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 ft. hight, 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.
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 battle 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.
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 Strength score decreases by 2, your Constitution decreases by 1, and your Charisma score increases 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.
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 shed dim light with a radius of 15 feet.
Arcane Understanding. You have proficiency in the Knowledge Arcana skill.
Mage Sight. Once per day, you can cast detect magic as an ability.
Arcane Affinity. You gain one wizard cantrip.
Weakness. Magic negating effects deal necrotic damage. Damage is the spell’s save DC + 10. If the spell cannot be resisted, you are reduced to 0 hit points.
Hostile Magic. You gain a +1 to your spell attack bonus and your spell save DC.
Languages. Common and Primordial
Random Height and Weight
|5′ 2″||+2d4||60 lb.||× (2d4) lb.|
*Height = base height + height modifier