Rusalka (5e Race)

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Rusalka[edit]

Physical Description[edit]

Rusalkas are humanoid creatures with slender and graceful bodies. They have long hair, usually in various shades of green, blue, or purple, and their skin is pale and smooth. They have webbed fingers and toes and gills behind their ears that allow them to breathe both underwater and on land.

History[edit]

Rusalkas are the spirits of women who died in or near bodies of water, and whose spirits were not properly laid to rest. They haunt the waters where they perished, and their presence is said to bring both beauty and danger to those who encounter them.

Society[edit]

Rusalkas tend to be solitary creatures, preferring the company of their own kind or the creatures of the water. They are known for their beauty and their ability to charm and lure unsuspecting travelers to their deaths. Some stories suggest that they can be kind and helpful to those who treat them with respect.

Rusalka Names[edit]

Rusalkas often take names that reflect the nature of the water they inhabit. Some examples include:

   Misty
   River
   Lily
   Coral
   Ocean

Rusalka Traits[edit]

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity and Strength score increases by 1.
Age. Rusalkas appear to be perpetually 18 years old.
Alignment. Rusalkas tend to be chaotic neutral, driven by their own desires and whims.
Size. medium
Speed. Your base walking speed is 30 feet. Swimming speed of 40 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.
Universal Beauty. The Rusalka appear differently and uniquely beautiful to match the taste to each humanoid that it perceives. Truesight reveals as an undead creature
Withered Tresses. If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.
Rusalka Magic. You can cast control water, tongues, water walk with this trait, using Charisma as your spellcasting ability for them. You cast the combination of these spells up to your charisma modifier. This restores after a long rest.
Charming. As an action, choose a humanoid creature with 100 ft of you. They make a wisdom save v.s. your spellasting ability based on your charisma. On a fail, they are charmed for 1 minute. Charmed creature have the following effects

  • Spend all movement toward to you
  • The charmed creature cannot take reactions
  • The charmed creature must spend their action to make a dash action. If it is within 5 feet, it uses its action to remake the save
  • The charmed creature can remake the saving throw once it takes damage.

Once you use this trait, you can't use it again until you finish a short or long rest.
Charm Immunity. As a creature of great beauty and charm, you are immune to charm effects.
Gills. You can breath both water and air
Languages. You can speak, read, and write Common and Sylvan.



Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6'' +2d6 110 lb. × (2d4) lb.

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


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