Outsider (5e Race)
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"With limbs of shadow and eyes of stone, the Outsiders shall follow you home. With claws of metal and souls of lust, let there be no one you can trust." - Alienis, Numen of the Eldritch
|A crude depiction of a Gemstone Outsider with fireopal eyes. (Rendition by DragoRune123)|
Outsiders, in their true forms, are humanoid creatures of an almost eldritch nature. They are slender and frail, with gangly limbs and almost skeletal features. The flesh of an outsider is dark, and in a way, mimics rocks. Outsider flesh is different from figure to figure, varying from stone and mud tones to greens, blues and even rusts or dark golds. An Outsider's large, bulging eyes are a variety of different colors, and are often glassy, often being mistaken for gemstones. Their appearance is deceiving even when an Outsider is in its true form. They are hardy, with a natural agility not in keeping with their frail appearance.
Outsiders are rumored to be born of the rock, residing in caves and chasms long before the touch of man brought them to the light. When the different races began to explore downwards, however, Outsiders were forced to adapt. Some fled, using the concentration of arcane energy in the atmosphere to push themselves into new caves, where they continued to feast on ores and gemstones. The others hid among their new found friends, using their energy to warp and twist their forms to blend in the humans and dwarves that broke through their walls.
Outsiders live in groups known as "swarms", and sizes of swarms vary drastically. Outsiders living in the cities will often have smaller swarms, while uncivilized, cave-dwelling Outsiders will have much larger swarms. Roughly 1% of a kingdom's population will consist of Outsiders, both Doppelganger and Gemstone.
Outsiders are known for their thieving nature, as not many of them have grasped the concept of ownership or law. Those that have, however, learn to bend, twist or even break the law, some becoming guards while others become members of cults and gangs.
Gemstone Outsiders aren't as common as their Doppelganger brothers in civilized spaces, but they are there. A pair of luminous eyes from a nearby bush might not be a cat or a raccoon, but an Outsider silently watching.
Gemstone Outsiders are named after the gems their eyes represent. Doppelganger Outsiders give themselves names related to the race that they disguise as, such as human or elf names.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Outsiders mature a little faster than humans, reaching adulthood at 15. On average, they live much longer than humans do, unable to die from old age.
Alignment. Outsiders tend to be neutral, favouring individual choice over strict creed or law. They avoid unnecessary risk, and direct confrontation unless they feel the reward is worthy.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Deceit Defence. Being common with deceit, an Outsider is resistant to tricks of an arcane nature. You have advantage on saving throws against Charm spells and cannot be put to sleep by magic. and they have trance 4hrs equal 8 human hrs of sleep
Claws. You are proficient at using the deadly claws you have as weapons. They deal 1d4 slashing damage and are finesse weapons.
Low Light Vision. A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. An Outsider retains the ability to distinguish color and detail under these conditions.
Languages. You can speak, read, and write Common and one other language of your choice.
Outsiders who have chosen to hide in plain sight rather than in the shadows. A Doppelganger Outsider's flesh is paler than usual, their eyes being smaller and their limbs being more anatomically correct for a human-sized creature. Because of this, they are often shorter than their Gemstone brethren.
Ability Score Increase. Your Intelligence is increased by 1.
Change Shape. As an action, you may take the form of any medium sized humanoid race. The transformation is painful, and doing so causes you 1d4 damage. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.
Outsider Tricks. While the change shape ability is active, creatures have a disadvantage on checks trying to see through your disguise.
Outsiders who have remained in the caves of their origin. A Gemstone Outsider's flesh is spiked, almost like chitin. Their eyes are indistinguishable from actual gems.
Ability Score Increase. Your Strength and Constitution is increased by 1. Your Intelligence is decreased by 1.
Eldritch Blink. You create a rip through the material realm, teleporting you, along with any equipment you are wearing or carrying, and one individual you are in contact with, up to 40 feet to an unoccupied space you can see. This can only be performed three (3) times before you must take a long rest. If another being is transported with you, it uses up all remaining charges.
Fight or Flight. Upon reaching 0 hit points, flip a coin. On a tails, your Outsider returns to its most primal instincts, and acts like a wild beast, attacking anything in a 60ft radius under DM control until something calms it down, its hit points are reduced by another half of its maximum HP, or one hour passes. If it is not calmed or healed in this time, or its HP is reduced by half of its maximum HP again, it will fall unconscious par to the standard rules. If it is calmed, a wild Outsider will remain in a passive, unresponsive state until it is healed to half of its maximum HP, or dies. If it is attacked during this time, the Outsider will not retaliate.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 0″||+2d10||90 lb.||+4d8|