Victini (5e Race)
From D&D Wiki
|“||Have you heard? There is a legend about this place. It has been said that a Victini lives here... a legendary creature that seems to bring Victory regardless of the type of encounter! I do hope we meet it...||”|
|—An old adventurer to his crew|
|A Victini flying in a forrest, From the pokemon anime,source|
Victini's are small creatures and look like a combination of both a rabbit and a fairy. With large, pointed ears which form the letter V. They have large, blue eyes and a round, cream-colored head, The tops of their ears, crest, and extremities are all orange colored. They have two pointed teeth that can be seen on their upper jaw. Their arms and legs are rounded and make a sort of cuff before ending with small, three-fingered hands and two-toed feet. They also have two cream-colored wing-like tails, which allow them to fly.
It is said that when someone's deepest wish comes true, that 1000 years after that a Victini is born. This is a mere legend though, used to explain why Victini's just appear out of nowhere at seemingly random. Another explanation is that a Victini is an angel from the goddess of fortune. And others say that there is no reason and that it just happens out of sheer luck. Whatever the case may be. Victini's are an ancient species, and with their long lifespans and seemingly random appearances, it could be said that they have existed as long as life itself. Whenever a great victory happens or someone got amazing luck it could have been that these little creatures had a hand in that.
Of course as with any creature with great power. Evil forces always love to get their hands on a Victini and when they do the consequences are always quite disastrous. Luckily throughout history, this has rarely happened. The more likely tale that has been told many times are the tales about Victini's helping great adventures accomplishing their goals. Why? No one knows. It could be out of curiosity, it could be out of ignorance and luck, or it could be out of the kindness of their hearts. Whatever be the case history is always happy to have them on their side.
Attitudes and Beliefs
Victini's are usually innocent and curious beings. With their kindness only being dampened based on how much of a trickster they are. They are much like Pixie's in many ways. Usually giving random creatures good or bad luck seemingly at random just to see what will happen. Victini's only seem to reveal themselves to beings of good nature having the inexplicable desire to give them good fortune even if only for a moment. Victini's also love to help grieving people and other people down with extreme sadness. Usually giving them a lucky break from the shadows.
Victini's usually do not have a nickname when they are born nor do they have a heritage to give them one. Usually, they get their nickname when they are hanging around other creatures most of the time it happens unknowingly. Like when a Victini helps someone from the shadows and they call it the work of a miracle. This can cause the Victini to adopt the name Miracle. Due to this Victini's are usually named after Luck, Victory, and other such fortunes
Victini's are genderless and do not reproduce. But the Victini can choose to identify themselves as either male or female so the names are the same for both genders
Names: Miracle, Favor, Wonder, Triumph
A Pokemon that stands for victory and good fortune.
Ability Score Increase. Your Charisma score increases by 2 and one ability score of your choice increases by 1.
Age. Victini's are born mature and can live up to 10,000 years old.
Alignment. Victini's are good willing and good-natured beings. They are mostly good or neutral depending on how much of a trickster they are. Evil Victinis are as good as unheard of.
Size. Victini's are usually barely 1 feet and weigh around 8 pounds. Your size is Tiny.
Speed. Your base walking speed of 15 feet. You have a flying speed of 30 feet and you can hover if you are no more than 10 feet off the ground. If you are flying more than 10 feet off the ground, you will fall until you are within 10 feet of the ground at the end of your turn.
Victory's Luck. Victinis are born as and with good fortune, when you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Victory's Touch. You create an unlimited supply of energy inside your body, which you can share with those who you touch. You know the guidance cantrip, which doesn't count against the number of cantrips you can know. When you cast this spell via this trait, you can cast it with a bonus action instead.
Victory Star. Starting at 3rd level, you seem to bring victory. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these victory rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each victory roll can be used only once. When you finish a long rest, you lose any unused victory rolls.
Lucky Fey. Your creature type is both humanoid and fey. And effects will work on you if it targets either one of these types.
Languages. You can speak, read, and write Common and Sylvan.
You have some latent abilities that you can unlock using this racial feat. These are moves that every Victini can know. Choose two of the following moves when you take this feat.
A risky last resort type move that only Victinis know. As an action, you charge at a creature within range of your base walking or flying speed that you can see with a wreath of flames from your head. The target must make a Dexterity save (DC = 8 + your proficiency bonus + the modifier of the ability score you chose for your ASI). On a failed save, they take 2d8 fire damage, and half as much on a successful one. You must finish a short or long rest before using this trait again.
You can take a moment to focus your energy, allowing you to deal way more devastating hits. As an action, you concentrate to focus your strikes. You begin to concentrate, as though casting a spell. For 1 minute, or until you lose concentration, your attack rolls score a critical hit on a roll of 19 or 20.
All Victini's are born with an affinity for psychic energy and you can use this to attack. As an action, you target one creature within 5 feet of you that you can see and attack their mind. The target must succeed on an Intelligence saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take 1d6 psychic damage and be unable to take any reactions until the end of their next turn.
The damage of this ability damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Just can increase your speed in a short bursts, allowing you to make the first move more often.
- When rolling for initiative, you can add a 1d6 to your roll. You must finish a short or long rest before using this trait again.
- On the start of your turn, you can double your movement speed until the end of the turn. You must finish a short or long rest before using this trait again.
Random Height and Weight
|0′ 0.5″||+2d4||7 lb.||× (3d4) lb.|
*Height = base height + height modifier