Omikyr (5e Race)
From D&D Wiki
Omikyri are fey creatures that vaguely resemble humanoids with the heads of deer that love the shine of metallic objects almost as much as the beauty of nature, caring not for the value humanoids place on them, but rather to see their shine. In their humanoid form, they can appear as any humanoid. However, to fool someone that makes an Insight roll against this form, the Omikyr must make a surpassing Performance roll. In their hybrid form, which is most common in the Feywild, they appear like an anthropomorphic deer. When in its deer form, an Omikyr appears like a completely normal deer. Its gender follows it through these stages. Females will not have antlers while males will.
Omikyri also have some innate spellcasting that they use to distract foes, or to lead them astray, but they mostly use it to hide away their collections for safekeeping. They can also use their magic to transform from their normal forms to a humanoid form or into the form of a deer. It is said that each and every one carries a magical sack that it uses to store everything it finds, and never runs out of space, though the sack can only be seen, touched, or interacted with by the omikyr that owns it, and that the sack breaks and spills its contents into the Feywild when the omikyr dies.
Among their own kind, they rank each other based on the beauty and number of collected objects, with the owners of the largest collections being seen as nobility, so they fight fiercely to protect their collections. They fight with ornate shortswords and with the merest touch from their hand, they can inspire awe or fear, and they shun armor, finding it heavy and restricting, preferring to rely on their own natural thick skins for protection. However, they like to wear jewelry made from natural materials such as acorns, leaves, and bark, as well as favored trinkets from its collection, usually made from metal. Many Omikyri live in towns in the Feywild. However, most of them live either between planes or solely on the Primal Plane. Some even live among humans or elves. A majority of those who live on the Primal Plane simply amass as much treasure as possible either for themselves or for a coalition of Omikyri.
In Sylvan, c represents the "tʃ" sound, and x represents the "ʃ" sound.
Male: Aldis, Anmos, Ardwen, Coxos, Deil, Eilon, Erwen, Gharako, Lamward, Nomnus, Ormus, Sletcker, Skelm, Warwor
Female: Dracia, Etina, Eunti, Fircil, Garicia, Ingrian, Lemola, Ley, Malunil, Raddel, Raktas, Seris, Taxa, Umista
Fey creatures that vaguely resemble humanoids with the heads of deer.
Ability Score Increase. You Dexterity score increases by 2, and your Charisma score increase by 1.
Age. Omikyr mature at age 16 and don't live past the age of 100.
Alignment. Omikyr have an innate sense of good in their culture, as they fought alongside the Seelie court in the War Against Darkness, but they also like having a bit of kleptomaniacal fun. Most of them are chaotically aligned.
Size. Size varies for Omikyr, but they only can go between Small and Medium sizes.
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.
Extraplanar. The Omikyr's home is the Feywild.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Shapechanger. As an action, you can polymorph into a deer, or back into your true form. However, your equipment does not change with you. If you die, you revert to your true form. You retain all of your normal statistics while in this form.
Tricky Magicians. As tricksters, omikyr have some spells up their sleeves. You know the dancing lights cantrip. When you reach 3rd level, you can cast the silent image 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 invisibility spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Sylvan and your choice of either Common or Elvish.
Random Height and Weight
|4′ 5″||+2d6||60 lb.||× (2d6) lb.|
*Height = base height + height modifier