Spelltouched (5e Race)
From D&D Wiki
- 1 Spelltouched
- 1.1 Physical Description
- 1.2 Spelltouched Names
- 1.3 Spelltouched Traits
Magic is wild and can lead to strange results. Most spelltouched are either born from divine intents, experiments, otherwordly pacts or are simply affected by wild magic. Most are born among humans and they have no society of their own.
Each spelltouched is linked to a single school of magic that affect it's appearance and features.
Compared to humans Spelltouched are easy to identify, each school give them features based on a color associated with it. The spelltouched show arcanic marks on all is body that are of the said color and whose shape fits is birth school. They also have no irises and their eyes, as well as their hair match their school's color.
Spelltouched names are based on the culture on which they are born.
Spelltouched are charismation and smart being with powers related to a particular school of magic.
Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
Size. 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. At 1st and 5th level you learn a cantrip of your choice from any class that is from your birth school . At 3rd level you can cast the spell detect magic once per long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Abjurer's protection. At will, As a reaction you can add +1 to your AC against a single attack.
Otherworldly expert. You can easily identify otherwordly beings, and gain advantage on such checks. Additionaly you gain +2 on charisma checks regarding creatures you succesfully identified as such.
Insightfull. You are concidered proficient in either insight or perception.
Charming. You are concidered proficient in either persuasion or intimidation.
Evoker's expertise. You gain a +1 caster bonus on your DC checks affecting saving throws made against your evocation spells.
Illusionist sight. You gain a +1 caster bonus on your DC checks affecting saving throws made against your illusion spells.
Necromant's resistance. You gain resistance to necrotic damages.
Transmuter's resistance. You have advantage on saving throws you make to avoid transmutation effect on your body.