Trenosant (5e Race)

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That thing in that mad man's tower wasn't like anything I'd ever seen before. But, no matter what he did to it, it wouldn't leave his side.

Physical Description[edit]

Trenosant are humanoid creatures made by wielders of the arcane arts. They have a wide variety of appearances, ranging from looking like Orcs to Halflings, but many of them have the appearance of humans. Their skin color is most often a gray, but can be anywhere from pure white to a dark black. Trenosant are affected by the skill level of their creator, as a clumsily made Trenosant are often nothing more than glorified flesh golems. But, an experienced creator can make a Trenosant that is almost indistinguishable from a normal humanoid in terms of bodily functions. While many that are unfamiliar with them assume them to be little more than slightly more intelligent and useful golems, their obedience does not mean they are easy to handle. While they are loyal to their creators, anyone else being unfair, rude, or even slightly annoying to them may find themselves without their company.


Like many creatures in the world, Trenosants were first created by a Wizard. He had wanted a more effective familiar capable of aiding him, while being more useful than a homunculus, and more obedient than your average apprentice. Using a mixture clay, flesh, various magical materials, and his own blood, he fashioned a body and imbued it with magic. Soon, the first Trenosant was created, and was completely loyal to their creator.


Trenosant society relies heavily upon their creators, but after they pass, many Trenosant migrate to cities heavily involved with magic. They were all made for a specific purpose, whether that is to be a bodyguard, or to be an apprentice to their creator, and they often continue with these purposes long after.

Trenosant Names[edit]

Often times, Trenosant names are based on concepts or names from their creator's race.

Names: One, Two, Three, Tempus, Locus, Arcanis

Trenosant Traits[edit]

Magical assistants created and employed by wizards.
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
Age. Trenosants are mature the second they are done being made. They can live for as long as their masters, but after they pass, they can last for 100
Alignment. Due to the varying natures of wizards that create Trenosants, they run from lawful to chaotic, good to evil. However, if given the chance, they are mostly neutral.
Size. Trenosants vary incredibly widely in height and build, from barely 5 feet to close to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in non magical darkness as if it were dim light. You can't discern color in non-magical darkness, only shades of gray.
Living Construct. Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Made for Magic. You were created for magic by your master. You have proficiency in Arcana.
Magicborn. You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Mage Armor spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the Nystul’s Magic Aura spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common, Primordial, and one other language of your choice.

Random Height and Weight[edit]

4′ 10″ +2d6 100 lb. × (3d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Trenosant 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.

d8 Personality Trait
1 I want to find out everything I can about the world.
2 I'm calm and collected, as nothing really phases me.
3 I can't help but correct people when they make simple mistakes.
4 I can't refuse an order.
5 I don't understand people that can't understand magic.
6 I never turn down the chance to help someone out.
7 I won't ever allow myself to follow orders again.
8 I can't stop myself from taking what I believe is owed to me.
d6 Ideal
1 Knowledge: The ultimate goal of my life is to gather as much information as I can. (Neutral)
2 Loyalty: My creator's goals are my own, and I will complete their work. (Lawful)
3 Experimentation: The only way to move forward is to test everything you can. (Any)
4 Freedom: Only after my creator left me, did I understand how precious free choice is. (Chaotic)
5 Growth: I wish to grow even further after my creator passed. (Good)
6 Hatred: I came to understand my creator's hatred of another group. (Evil)
d6 Bond
1 The ones my creator cared about are the ones that matter most.
2 My creator loved everyone, and so will I.
3 My original home base, is the only place I feel comfortable.
4 I failed to protect my creator, and I never got over it.
5 Others of my race have my complete trust. We have to stick together, after all.
6 I am looking for a place where I can continue my creator's research.
d6 Flaw
1 Emotions are nothing but a burden. Every decision can be calculated.
2 I can't really relate to others, they are all so different from me.
3 No masterpiece can ever come close to my own creation.
4 I look down on those that can't use magic.
5 I can't control myself when new knowledge is available to me.
6 I see no need to respect anyone, other than the person that made me.

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