The Fractured (5e Race)
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I once met a human who was like no others I had seen before. He was cold, distant, detached from this world. He kept saying things like he didn't belong here, or none of us really mattered. The only reason I tolerated him was that he was incredibly useful to us. Man, could he fight. But he was always distant, and he freaked me out.
-Varrakin Dor, dwarven fighter, a companion to a Fractured
The Fractured walk among all societies of the world. They are among the other races, hidden in plain sight. Yet they are different from all of the other races- they know they don't belong in this world, yet they can't place why, and they have strange abilities that even they can't explain.
The Fractured are humanoids who don't quite fit in this world. They are out of sync with the world around them, and they don't belong in this reality. Not all of them realize that they don't belong in this world, but they all feel like an outcast, like something isn't quite right, and they all manifest some strange abilities.
The Fractured can appear as many different things, as they are born to all different parents. They can be a Dragonborn, an Elf, a Halfling, even an Orc. They are most commonly human, though. They all have one thing in common, however- they are all detached and cold, distancing themselves from the rest of the world. They see it for what it truly is, even if they don't understand why- insignificant. They know that there is so much more out there and that they- and everyone they know- will eventually be forgotten and lost to time.
Hidden Gems or Frightening Abominations
The Fractured can fit into society very well when they want to, hiding in plain sight without anyone noticing. They often do so, living in their home community without anyone ever knowing their true identity. However, if they are discovered, there are two ways people take it. Sometimes, they accepted by their culture, seen as people blessed by the gods or heralds of great things to come. However, more commonly they are seen as demons, people of unnatural power that don't deserve it. People are afraid of them and what they can do, so they shun them, cast them out of society. These Fractures can become volatile, impulsive, and powerful, channeling their hatred against society. Or they can become great people and heroes, trying to find a family that will accept them
The Fractured take on the names of the culture they were born into, but some take additional monikers when they accomplish a great feat. Some examples of these monikers are Reborn, Slayer, Helper, Guardian, and Liberator.
Your Constitution and Wisdom scores increase by one, and one ability score of your choice increases by two.
Ability Score Increase. One ability score of your choice increases by 2 and your Constitution and Wisdom scores increase by 1.
Age. Fractures reach adulthood at around the age of 18 but can live much longer than humans, reaching ages of almost 500 years.
Alignment. Fractures are most commonly neutral, not believing in strict rules but not openly against them. It is not uncommon for them to be good, but they are rarely evil.
Size. Fractured are around the same size as their base race, so you are the same size classification as your base race.
Speed. Your base walking speed is 30 feet.
Base Race. Choose a base race. It can be any race that your DM allows. You are the same size classification as your base race, and you gain one racial feature from your base race. If your base race has darkvision, you gain the darkvision of your base race and one additional trait. You may not select a racial feature from a subrace.
Planar Resistance. You have resistance to force damage.
Mystical Senses. You gain proficiency in Perception and Insight. If you gain proficiency in it through a feature later, you can add double your proficiency to it.
Otherworldly Vision. Your heightened mind has allowed you to temporarily see beyond the normal vision. You can spend a minute concentrating to gain truesight. This truesight lasts for 10 minutes or until you dismiss it as a bonus action. You can use this feature several times, but each time past the first use since your last long rest, you gain a level of exhaustion and take 2d6 psychic damage, which cannot be replenished by any means. You regain all lost hit points and lose all levels of exhaustion you gained from this feature after a long rest.
Temporal Glitch. You learn how to manipulate reality to a small degree. When you get hit by a weapon attack, you can use your reaction to cause them to reroll with disadvantage. You can use this feature once per short or long rest, or when you roll initiative again.
Planar Magic. You know the minor illusion cantrip. Once you reach 3rd level, you can cast blur spell once using this trait, and you regain the ability to do so after a long rest. Once you reach 5th level, you can cast the blink spell once using this trait and you regain the ability to do so after finishing a long rest. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and two other languages of your choice.
Random Height and Weight
Use the random height and weight table of your base race to decide your height and weight.