Wandering Eye (5e Race)

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Wandering Eye[edit]

Physical Description[edit]

Wandering Eyes are essentially just humans that are born with a mark of a tattoo eye on a portion of their body, this marked eye tends to wander about physically staring at different locations but if the human is under stress or if willing too, the tattoo can temporarily spread across his/her body each eye moving erratically at different areas, upon further usage of the mark will cause massive temporary physical changes on an individual usually depending if the mark is holy or demonic the individual can grow wings, tails, horns, claws, halos, etc.

History[edit]

Society[edit]

Wandering Eye Names[edit]

Male: Any normal human name in general

Female: Any normal human name in general

Wandering Eye Traits[edit]

Ability Score Increase. Your Dexterity score increases by 2 and your Strength score increases by 1.
Age. Wandering Eyes can live up to a standard human age or for several thousands of years depending how far their mark has ascended. A rare few are incapable of dying of old age.
Alignment. Most Wandering Eyes don't align themselves into conflict unless completely necessary but a few naturally seek it out, their alignment is neutral.
Size. Wandering Eyes are essentially human size reaching to 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Normal Vision. You see as any other race with normal vision can see.
Mark of the Wandering Eye. Because of the mark, your unaffected by all curses but your also unaffected by blessings. You are also unable to be resurrected by most means.
Stages of Corruption/Purification. The mark has several stages each stage has different conditions to be met before accessing the mark's potential, higher stages of the mark will cause greater benefits but also with greater weaknesses. The mark is corruption if your character is evil or chooses to be that way. The mark is Purification if your character is good or chooses to be that way. Refer to Mark Stages graph for specific details on each stage.
Cursed Birthright.
Misfortune.
Languages. You can speak, read, and write Common and one other language of your choice. However, the second language will always have a deep accent which may become difficult for other races to understand you.

Wandering Eye Mark Stages Table[edit]

Mark Stages Benefits of this Stage Negatives of this stage Conditions of Activation
Inactive Stage While the mark is in its inactive stage, nothing really happens. None None
Stage 1 While the mark is in its first stage, it spreads across the body revealing several wandering eyes consistently moving, while in this stage, str is increased by +1, dex is increased by +1, and con is increased by +1. You become proficient in Intimidation checks and gaining all-around sight. After the effect ends you start to suffer from level 1 exhaustion for two hours. You can use the first stage at will but the time of exhaustion Stacks up with more usage.
Stage 2 While the mark is in its second stage, all the wandering eyes on your body gather together to form either a third eye on your forehead or heavenly markings throughout your body, your skin changes color as well while also gaining different traits: wings, horn(s), tail(s), claws, additional arms, gills, fins, and larger hair. [Select three] Your str is increased by +3, dex is increased by +3 and con is increased by +3. You gain truesight up to 20 feet. After the effect ends you start to suffer from level 1 and 2 exhaustion for two hours. You also become temporarily blinded for one hour. The second stage can be activated by using stage 1 then mediating for 2 hours after which you role a 1d20 and if its a natural 20 you obtain the ability to access stage 2, which can be used only once per three days.
Stage 3 Example Example Example
Traits Effects of traits
Wings You gain a base flying speed of 25.
Tail You gain a base swimming speed of 40.
Gills You gain the ability to breathe underwater.
Claws You gain a base climbing speed of 35.
Additional Arms You can make an extra attack.
Horns You gain +4 in Intimidation and have advantages in Intimidation checks on medium or smaller creatures.
Larger hair You gain +2 in Persuasion and [[5e SRD: Skill|]]
Halo You gain +2 in Wisdom and have advantages in Wisdom checks.
Webbed fins You gain a base swimming speed

<Subrace Name>[edit]

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

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

Suggested Characteristics[edit]

When creating a <race name> 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
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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