Omikyr (5e Race)

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Design Note: This is a D&D wiki creature entry balanced for player characters. This is for the Lospiri Campaign Setting, specifically the realm of Bhodomhan. The original article can be found here: Omikyr (5e Creature)

Physical Description[edit]

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 tries to discern their true nature in this form, the omikyr often resorts to its skillful acting and natural abilities in mimicry. 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, called does, will not have antlers while males, or bucks, will.

Deer and Chair by Kelly Stevens


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. Some are renowned to be tricksters of the woodland and forest areas where they may galavant around in search of goodies. Omikyri may even use this mischeivous magic to steal coveted items or even on other omikyr to defend their own stashes from each other. 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. These omikyri are regally dressed in almost human fashions sometimes in their small gatherings. All desire this title, so they fight fiercely to protect their collections and even steal from others to aggrandize their own standing. They fight with ornate shortswords and often with just simple touches of the hand, which can inspire awe or fear. Despite this, 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 which naturally occurs from the wild.
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. Due to their obsession with shiny things, some people call them "deer crows," likening them to the ebon bird's stereotypical attraction for shiny things as well. The omikyri which have reached nobility often take great offense to this, as they usually consider themselves self-made connoisseurs of their prepossession.

Omikyr Names[edit]

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

Omikyr Traits[edit]

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 omikyri'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, a human, or back into your true form, as per the polymorph spell. However, your equipment does not change with you. If you are reduced to 0 hit points, you revert to your true 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 without material components, 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, without material components, and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Thick Hide. You don't need armor since you have naturally thick skin to defend your body. When unarmored, your Armor Class is equal to 11 + your Dexterity modifier. You may use a shield and still gain this benefit.
Languages. You can speak, read, and write Sylvan and your choice of either Common or Elvish.

Random Height and Weight[edit]

4′ 5'' +2d6 60 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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