Umfokazi (5e Race)
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|“||Some people only understand the concequences of their actions when it genetically alters them.||”|
|—the lich Karranath, on the topic of the umfokazi's creation|
The umfokazi are still mostly humanoid, even after the event referred to as "the Great Shame". Thanks to this though, they share several traits with cephalopods, commonly having tentacles for hair and rubbery skin. The chaotic origins of this can sometimes shuffle certain features, and unrelated umfokazi may have completely different, if similar, traits. Some have great big eyes, or have partial shells.
The umfokazi are a relatively new race, in comparison to most others. Before the Great Shame, they were humans, and excellent spellcasters at that. A massive settlement of wizards, they were as ambitious as they come, and collectively hungered for greater knowledge.
Time and time again, these people often poke into matters best left unavoided. To the intelligent, but not wise, the far realm is a grand source of this knowledge, with it's forbidden tomes and timeless entities. Over time, these wizards kept poking holes into the far realm, and it provided. However, the consequences of this were not known.
The Great Shame
When several portals to the far realm are opened at a time, the effects are twofold. One, the portals become easier to crack open, and two, some of the plane's essence is left behind. All of this leads to one thing: accidents. A careless wizard which uses the same amount of power for a portal in this way may make it too large, or allow more of it's harmful essence to permeate the portal, expediting the issue to hazardous levels.
The colony had long been opening these portals, and did not know any of this.
In a final, damning act of hubris, one of the greatest wizards in the colony set out to open a permanent hole to the far realm, putting immense amounts of time and energy into the spell. When he finally cracked it open, the portal's size began to inflate, soaking the entire population with horrible radiation. It lasted 10 seconds before the portal was closed, but it was still too late. The umfokazi were created.
The events of the Great Shame transmogrified every single person in the settlement into the umfokazi, each one unique. However, this was not just skin deep. Their very bodies, wracked by this magical radiation, were permanently maimed in such a way that none of their bloodline could recover. Their nervous systems were nearly destroyed, and are all incredibly weak. This, combined with everything else, makes them massive outsiders.
As a whole, the umfokazi shun magic, seeing it as the cause of their painful creation. While many could become powerful spellcasters, as most of the originals were, just about every last one gave up the subject in fear. They are still scholarly, but to no magical ends.
Besides this defining, race-wide trait of magic abhorrence, they are still much like humans, if significantly less outgoing. These wizardly traditions still permeate their culture, almost all of their knowledge being written down in their libraries, and general fixations on certain things to the point of mastery(or lunacy).
Accursed humans, tainted by the far realm.
Ability Score Increase. Your Wisdom increases by 2, your Dexterity by 1, and your Constitution is reduced by 1.
Age. The umfokazi mature much like humans, but tend to die sooner.
Alignment. Thanks to the cause of their creation, they are particularly orderly, hoping to avoid their previous mistakes at all costs. As such, they stick to the lawful side of things.
Size. Physically similar to humans, if more frail, most umfokazi land somewhere between 4 and 6 feet, and weight just under 120 pounds. Your size is Medium.
Speed. Your walking speed is 30 feet.
Steeled Mind. Your close graze with the far realm has left your mind resilient. You have advantage on Wisdom saving throws against spells and spell-like effects.
Not to Repeat. People who know not their past are often doomed to make the same mistakes. You are proficient in the Arcana and History skills.
Slippery. You are particularly good at avoidance. As a bonus action, or when you are targeted by an attack, you can take the Dodge action. You can do this once, and regain the use after finishing a short or long rest.
Frail. Your immune system is particularly weak, thanks to your abberant exposure. You have disadvantage on saving throws and effects that would deal poison damage, or inflict you with the poisoned condition.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|4′ 9″||+3d6||90 lb.||× (1d4) lb.|
*Height = base height + height modifier