Shen Xin (5e Race)
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Masters of Psionic power, Shen Xin put their Aboleth ancestry to best use.
Shen Xin are humanoid in appearance with green to blue oily skin. They range in height from 4'10" to 6'4". Their pupils are completely full, and as such, their eyes are completely black. Additionally, their heads are covered in tentacles, which are completely limp. They have two semi-prehensile tentacles, which hang in front of their ears, allowing them to read and write Deep Speech's braille-like script.
|A Shen-Xin warrior. source|
Long ago, an ancient race performed experiments on Aboleths, the Ancient, sea-dwelling tyrants. The Race tried to create the perfect species: one that would end the struggle between the ancient races, allowing one to triumph over the rest. In their struggles, they failed to accomplish their goals, but what they made would leave an impact on the world forever: the Shen Xin.
The Society of the Shen Xin is very fast, despite their above average life-spans. From the age of 9, Shen Xin undergo extreme indoctrination into the church of Nozotl, god of death and judgement. From there, they are taught how to make sense of the world around them. Upon reaching the age of 20, they are allowed to explore the world, often being encouraged to adventure. Although their curiosity keeps them out and about for many years, most will return to the cities to forward the progress of their people.
Shen Xin Names
Most Shen Xin are named for their ancestors, so many families rename their children, causing many "Jr."s, "Sr."s and so on.
Male: Chao, Quiang, Ru, Zheng, Zhihao
Female: Fen, Hai, Ling, Shu, Xun
Shen Xin Traits
Masters of psionic power, Shen Xin put their Aboleth ancestry to best use.
Ability Score Increase. Your Intelligence score increases by 2
Age. Due to their ancient and magical blood, Shen-Xin live up to 800 years, maturing around 15.
Alignment. Because of Shen-Xin’s minor racial memory, their view on life and death is very neutral, resulting in seeing death and life in equal value. However, this feature, along with their intense devotion to Nozotl, also results in a very logical understanding of the world. In most cases, Shen-Xin are lawful neutral, although lawful good and lawful evil also exist. Very seldomly does a chaotic Shen-Xin exist.
Size. Shen-Xin are the same height as humans, but often weigh slightly more, as their head tentacles weight them down slightly. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Due to your ancestor’s life in the deep, your eyes are accustomed to the dark. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can’t discern color in darkness, only shades of blue.
Aberrant Resistance. You have resistance to psychic damage and force damage.
Racial Memory. You can add one third your proficiency bonus, rounded down, to any skill check that doesn’t already included your proficiency bonus.
Telepathy. You know the message cantrip, and can cast it without needing somatic components.
Languages. You can speak, read, and write Common and Deep Speech. You need your head tentacles to read or write Deep Speech.
Subrace. Three Subraces of Shen Xin exist; Guard, Explorer, and Ambassador. Chose one of these three.
Ability Score Increase. Your Strength score increases by 1.
Combat Form. As an Action, You invoke the psionic power of your ancestors to deal additional damage to your foes. Whenever you hit with a attack, you may deal additional force damage to the target of your attack equal to your level. The transformation lasts 1 minute. Once you use this trait, you can’t use it again until you finish a long rest.
Ability Score Increase. Your Dexterity score increases by 1.
Mobile Form. As an Action, you invoke some of your latent genes, growing tentacles from your back. You grow a number of Tentacles equal to half of your proficiency bonus, rounded down + 1. You can take the “Use an Object” action a number of number of times in a turn equal to half your proficiency Bonus rounded down without using your action. You also gain a climbing speed equal to the number of tentacles times 10 feet. The transformation lasts 1 minute. Once you use this trait, you can’t use it again until you finish a long rest.
Ability Score Increase. Your Charisma score increases by 1.
Charming Form. As an action, you tap into your ancestor's dominating power. At the beginning of each of your turns, you may choose a number of creatures within 10 feet of you up to your Proficiency bonus. Those creatures make a Wis Saving throw, with a save DC = Prof. Bonus + 8 + Charisma mod. On a failed save, the creature is charmed by you. On a success, they are not charmed. While charmed by you, a creature can, as an action on its turn make a saving throw, ending the effect after 3 successes, not necessarily in a row. Once a creature succeeds against this ability, it is immune to it for 24 hours. The transformation lasts 1 minute. Once you use this trait, you can’t use it again until you finish a long rest.
Random Height and Weight
|4′ 8″||+2d10||120 lb.||× (2d4) lb.|
*Height = base height + height modifier