Soul Amalgam (5e Race)
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Made-to-spec servants of evil.
In their natural state, amalgams appear as colorless and featureless, vaguely humanoid lumps of ashen clay, similar to golems. In order to fully awaken as a living being, however, they must first be molded into their final form.
The form which an amalgam takes is determined by their master. They are always basically humanoid in shape - two arms, two legs, and a head - however this is the only restriction on their appearance. One amalgam may look just like a human or elf, while another may look like a snarling beastman, a hollow suit of armor, or any number of other things.
In any case, their appearance has no bearing on their racial abilities, though it may influence (or be influenced by) their class.
Souls are sacred things, considered inviolable by all those who believe in goodness. They are also powerful things, a resource far too valuable to be ignored by many. To demons, soul energy is sustenance. To wicked wizards and necromancers, it is a power source for ritual spells.
But once a soul has been drained of all its animating energy, what should be done with the remainder? For most, the leftover spirit is simply expelled to fade away into darkness. An enterprising few, however, have found another use for them.
The soul amalgam is made up of hundreds, even thousands of drained and powerless souls, granted new life in a body made of graveyard soil and pyre ash, to serve eternally as the minion of their dark master. Their race has no history, no society, and no purpose beyond servitude.
Attitudes and Beliefs
Amalgams remember nothing from their previous lives, and even if they did they would not consider themselves to be any of the beings whose souls were used in their creation. The only life which they now know is one of servitude to their master.
Though an amalgam is entirely enslaved to its master, they are not without feelings or thoughts of their own, nor do they enjoy being forced to do things against their will. The ultimate desire of any amalgam is to be free. At the same time, they also have an appreciation for order and little knowledge of what to do with a life of freedom. Should an amalgam be freed, and should their master have treated them kindly, they may choose to continue their service on their own terms as a loyal and powerful ally.
Of course, the odds of a kind master feeling the desire to create such a wretched being are almost as low as the odds of a wicked master deigning to show kindness to a follower whose obedience is already ensured. In these cases, a newly freed amalgam will seek vengeance against its former master even at the cost of its own soul. As for what they will do next should they succeed... none can say. That is for the free amalgam to discover for themselves.
<Race Name> Names
There are no typical or traditional names for soul amalgams. Their name is assigned to them by their master, or in some cases by someone who their master entrusts with their care. They are usually given descriptive names related to their appearance, their abilities, or their master's goals.
<Race Name> Traits
Ability Score Increase. You have a powerful spirit and sturdy body. Your Charisma score increases by 2 and your Constitution score increases by 1.
Age. Amalgams are created fully mature and ready to serve their master. They do not age and will not die of natural causes, and they are immune to aging effects.
Size. Amalgams are typically tall and imposing to better serve as intimidating dark servants, usually at least 6 feet tall. They are medium creatures.
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.
Link to the Master. You share a powerful link with your master that cannot be severed by any means. This link allows the master to know your exact location no matter what plane of existence you are on, and allows them to use Detect Thoughts on you at will, on which you automatically fail all saving throws.
As a result of this link, you are also resistant to other attempts to infiltrate your mind – you are resistant to all psychic damage, and are immune to any other individual casting 'Detect Thoughts' on you.
On Evil's Strings. An amalgam is entirely enslaved to its creator, or to whoever else its creator binds it to. You must obey all orders given by your master and may not allow harm to come to them either through conscious action or neglect.
You are also immune to the charmed condition and to any command effect from any other source.
This effect does not end even if your master causes direct harm to you, and persists regardless of what plane of existence you or your master are on, including demiplanes.
Corpse Ash. Even though you were constructed, you are a living creature. You gain the following benefits.
- You are immune to disease.
- You have advantage on saving throws to resist the poisoned condition and are resistant to poison damage.
- You do not need to eat, drink, or breathe. However, you may ingest food and drink if you wish, and gain the benefit of consumables such as potions.
- Rather than sleeping, you enter an inactive state for 6 hours each day. You do not normally dream in this state, though your master may force you to dream in order to communicate orders to you. While in this state, you remain conscious and can see and hear as normal.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.