Roba (5e Race)
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Calm yourself child an gaze into all I have seen. The roba said gently as he wiped the child's tears and explained why he should not be sad about his parents passing but glad that they have moved on.
Roba appear like spindly tall humanoids with very basic features. They have no hair anywhere on their bodies and always appear to have their eyes shut. They could easily be mistaken for starved, blind people if not for a small colored gem on the base of their neck which betrays their true nature and elemental heritage. This stone is always either blue, green, red or purple but can be any shade of these colors. These colors grant different powers and separate the roba into subraces.
The roba are scribes and scholars for the fey and other powerful planar beings. It is said they were once pure fey, but an attempted excursion to understand the elemental planes better forever tainted the roba with elemental energies. Unable to reform, they have broken into 4 groups ever since. The roba-tasta or true roba of the Feywild which have green stones and curious personalities. The roba-flamda of the Elemental Plane of Fire have red stones and are exceptionally motivated. The roba-aqua from the Elemental Plane of Water have blue gems and are generally very caring. Lastly, the roba-ereba are those with purple jewels. They are considered a rarity, as they occur anomalously within extant roba circles. They are known to be very angry and easy to anger. It is said their branch bore the worst of the taint and resent the roba-tasta, who were able to remain whilst the rest of them were cast out.
Roba society is very much the same even across different subraces. Roba are on a never ending quest for information and travel across the universe to find the answers to the questions that keep people up at night. Before a roba has travelled through the cosmos, they must pass a test to prove to the other roba of its group that it will not fail. To do this, a roba must go on an odyssey or pilgrimage into the material plane to complete something of intellectual significance. This can be anything from deciphering old texts to helping perfect a newfound formula. After they complete this goal, the roba waits for its death on the material plane. They usually seclude to hermitage or continue on the never ending quest for knowledge until their ends. Death, to the roba, unlocks their minds from the shackles of physical life and sets it free to discover the answers of the cosmos.
Roba always choose their own names but generally select names that reflect states of mind or well being. Males usually pick names of clam emotions while women generally pick stronger names.
Male: Harmony, Ebb, Tranquility, Fright
Female: Rage, Enthusiasm, Ecstatic, Insanity
Elemental scribes that attempt to understand the universe
Ability Score Increase. Your Intelligence score increases by 2
Age. Roba can live after they reached the material plane for about 180 years.
Alignment. The alignment of the roba depends on its subrace. Roba-tasta and roba-aqua are always of some good alignment, while roba-flamda are almost never lawful and roba-ereba can be any alignment but generally steer away from good
Size. You are tall but spindly, ranging in height from 6 to 7 feet, but only weighing between 80 and 100 pounds. Your size is Medium
Speed. Your base walking speed is 25 feet.
Expansive Mind. You have proficiency in any one Intelligence skill of your choice.
Elemental Body. Your true power is within the stone sustaining your life force, which lets you bypass a lot of biological need. You do not need to eat, drink or breathe, though you may do so if you wish.
Languages. You can read, write and speak in Common and one Primordial dialect, which depends on your subrace. Flamda know Ignan, whereas aqua know Aquan and tasta know Terran.
Subrace. You must choose between the flamda, aqua, tasta or ereba subraces.
These flamboyant roba are like flames. They progress steadily and the sheen of their red gem is known to make spiderline cracks, like that of lava, appear on their skin.
Ability Score Increase. Your Constitution score increases by 1.
Fiery Heart. It is almost impossible to deter you in the heat of the moment and harder still to stop you. You have advantage on saving throws against being frightened and stunned.
Born of Flame. The taint of the roba turned you into a creature attuned to fire. You are resistant to fire damage.
Infusion of the Flame. You know the chromatic orb spell and can cast it at lowest level, without expending material components or spell slots. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. When you use this version of chromatic orb, you can only choose the fire damage option. Intelligence is your spellcasting ability for this spell.
Soothing like the waves, roba-aqua are very gentle. They hate to fight and dislike the idea of enemies. Their blue gem is known to make some of them appear translucent like water, while others have the opacity of ice.
Ability Score Increase. Your Charisma score increases by 1.
Waters of Life. You are of a caring, nurturing element. You know the spare the dying cantrip.
Cold Waters. The cold does not bother you, as you live among many cold-blooded things. You are resistant to cold damage.
Calm Currents. The waters never feel too rocky for you to swim. You have a swimming speed of 20 feet.
The tasta boast of themselves as the original roba, as they are the only roba left in their original home of the Feywilds. Their intelligence and historical status as the great bookkeepers of the universe make them very persuasive, and their words have been said to bewitch those who listen.
Ability Score Increase. Your Wisdom score increases by 1.
Fey's Blessing. You are lucky enough to retain some of your powers as a fey. You cannot magically be put to sleep and you have advantage on saving throws against being charmed.
Wild Cacophony. Your tempered intellectual mind grew up amid loud noises. You are resistant to thunder damage.
Fey Magic. You know the charm person spell and can cast it at lowest level, without expending material components or spell slots. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. Intelligence is your spellcasting ability for this spell.
The ereba are the forsaken subrace. They are highly feared by even other roba, who see their anomalous births as omens of ill to come. Thus, their negativity manifests in a dark crystal which oozes ominous power.
Ability Score Increase. Your Strength score increases by 1.
Shimmering Chaos. Your dark energies make you a danger and able to inflict staggering effects on threats. As a reaction, when you are attacked successfully with a melee weapon, or when you see a hostile creature within 30 feet of you make an attack, you may impose disadvantage on the attacking creature's attack rolls until the end of their next turn. You must finish a long rest to use this trait again.
Darkness Within. You are resistant to necrotic damage
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.
Random Height and Weight
|6′ 5″||+1d12||55 lb.||× (1d4) lb.|
*Height = base height + height modifier