Spelltouched (5e Race)
From D&D Wiki
|“||Many consider us abominations to nature. I just want to remind them... that we are not even natural.||”|
|—Attributed to Herbon, before casting Fireball on his pursuers|
Wizards know that magic is wild and can lead to strange results, specially uncontrolled magic. From the cataclism that was The Last War one of the most horrific and mysterious is the living spell. If one of them spells decides to take the body of a creature it recently killed they can acquire certain level of control and a form of unnatural conciousness, even some personality. Spelltouched are not only those born by the spell, but also the brethren of the unholy union of a humanoid and this undead.
Mostly humanoid in form, although they tend to take a human-like form, this creatures have a full body tatoo that identifies the school that gives them birth. This mark gives them them also certain features based on the color associated with it. Pure Spelltouched tend to have shiny orbs of the same color than their tatoo as eyes, while their brethen usually have normal looking eyes, but usually not common colors like gold, violet or clear blue. Pure Spelltouchees have their hair tends to match their school's color, while their sons and daughters tend to have normal colored hair. Their skin tends to be rough at touch, almost rigid in both cases.
Although they can reproduce, this events are so rare we have little information of them.
|Property of Carol Phillips. https://carolphillipsart.storenvy.com/|
This race is fairly recent: The first words of it came from about 50 years ago, directly from the lands around the Eberron's mournlands. Very few of this beings exist. As it is a very recent race and their origin is basicly from the undead, most races tend to find this one distasteful: elvish, leonin and aasimar Clerics and Paladins in particular find this race unholy and unfit of existance by all means. Orcs, yuan-ti and simics, on the other hand, tend to see this race just as misunderstood as they are.
This race doesn't have a society. They basicly have joined the societies that accept them. Thieves guilds, Orc tribes and Bandit camps open their arms to this race to compensate partially for their lack of magical prowesses. As society members they tend to follow the rules, but as they tend to be the only ones that can do magic they also use this as leverage to bend them as much as possible without ruining their reputation. Manual labors are not beyond them but they prefer to do intellectual job.
Pure spelltouched have no name. At much, they refer to the spell that gave them birth. Born spelltouchees names are based on the culture on which they are born. Sometimes they get a nickname based on the school that gave them their powers.
Being with powers related to a particular school of magic.
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom or Intelligence score increases by 1.
Age. This race is so recent we don't know for certainly their ageing process. Apparently they reduce the lifespan of the race they posess to be "born". The young born spelltouched seem to mature really fast, seemingly at around 15 years old. Some calculate they can age to be around a century or two, but there is no saying on this.
Alignment. They tend to be true neutral, just as the nature of magic.
Size. Pure spelltouched tend to take a humanoid body, so their size varies from 3 feet to almost 8. Your size is small or medium. Their children are more consistant in between 5 to 6 feet. Your size is Medium.
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.
Birth school. You choose one of the eight school of magic as your birth school, depending of the school you choose, you might gain differents features, as shown in the subrace section.
Touched by magic. You are proficient in the Arcana skill. You can bring magic from your blood at certain level, being more attuned to magic as you grow. At 1st level you learn a cantrip of your choice from any class that is from your birth school. At 5th level you can cast the spell detect magic once per long rest. At 10th level you learn one level 1 spell of your choice from any class that is from your birth school; at 14th level, you learn a level 2 spell and at the 17th level, you learn a level 3 spell. This spells doesn't count against the number of spells you can prepare each day and are always prepared. You can change any of this spells after a long rest, with the exception of Detect magic. Charisma is your spellcasting ability for this spells.
Blood pool. You can cast any of your touched by magic spells using this pool of points, that are equal to your proficiency bonus. You can spend 1 point per level of the spell you want to cast. You have to the spell you chose at it's minimum level. This pool is replenished after a long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one between each of the schools of magic
Abjurer's protection. As a descendant of an abjuration spell, you can magically force your body to prevent damage. When you get attacked you can use your reaction to add your Charisma modifier (Minimum 1) to your AC or to your saving throw. You can use this trait up to times equal to your proficiency bonus and regain all uses after a long rest.
Otherworldly expert. Your magic makes creatures you call to be easier to manipulate. When you cast a conjuration spell that summons beings that are not under your control, you have advantage on interactions made with them.
Insightfull. Divination magic in your blood gives you glimpses of the future, but are not always clear. You are proficient in insight and perception skills. If you fail a check done with this skills, you can reroll the die once. If rolling with advantage or disadvantage you can roll only one of the dice. You must use the new roll. You can't use this trait again until you finish a long rest.
Charming. The magic that gave you life is powerful enough to bend wills that should not be bendable. You are proficient in persuasion and deception skills. If you cast an enchantment spell in a creature that is immune to being charmed, it instead is considered resistant and has advantage on the save against your spell.
Evoker's expertise. Your destructive powers go beyond the limits to simple humanoids. When you cast an evocation spell, you can use your reaction to force a number of creatures equal to or less than your Charisma Modifier (minimum 1) to receive the attack by increasing the save's DC or the attack roll on them by your proficiency bonus. You can use this trait again after you complete a long rest.
Illusionist sight. The illusions you cast are almost perfect. Any creature investigating an illusion spell you casted has disadvantage into determining the illusive nature of your creations.
Necromant's resistance. Death and life are part of your very being, so much that they don't affect you like other creatures. You gain resistance to necrotic and radiant damages and you have advantage on death saving throws.
Transmuter's resistance. Your magical nature makes transforming a lot more controllable. You have advantage on saving throws you make to avoid transmutative effect on your body, but you can fail them if you want to. Once a day you can use your reaction to make a creature succeed or fail (your choice) on a save against a transmutation spell you can perceive in any way that is happening up to 120 feet away from you. You can use this trait again until you finish a long rest.