DracoKnight
2015-06-30, 05:02 PM
These are two monsters in the Monster Manual that I could easily see being player races, and I was kind of disappointed when the Magmin wasn't in the Elemental Evil book. The Magmin is pretty much straight from the MM except for the Pyromaniac racial feature I gave them. The Nothic is a little more different from the entry in the MM, but I tried to stay close to its entry without making it severely OP.
Magmin
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Magmin are not native to the Material Plane, and age is a foreign concept to them, however, if left alone long enough, they have been observed to live for well over 300 years without suffering any ill effects from staying in the Material Plane.
Alignment. Magmin tend towards being lawful, as they are often summoned to do spell casters' bidding. However, they can just as often be chaotic, as they crave the chance to set anything on fire.
Size. Magmin stand between 3 and 4 feet tall. Your size is small.
Speed. Your base movement speed is 25 feet.
Born of Fire. You have resistance to fire damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Death Burst. If you die, you explode in a burst of fire and magma. Each creature within 10 feet of you must make a Dexterity saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. Creatures within 10 feet of you take 2d6 fire damage on a failed save, or half as much on a successful one.
Flaming Touch. If your flames are ignited, you can make an attack roll. You may touch one creature to inflict 2d6 fire damage. Until the creature you touched takes an action to douse the flames it takes 3d6 fire damage at the end of each of its turns. You may use this ability once between long rests.
Ignited Illumination. As a bonus action, you can set yourself ablaze or extinguish your flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Pyromaniacs. You know the cantrips Produce Flame and Fire Bolt. Your spellcasting ability for these spells is Constitution.
Languages. You can read, write, and speak Common and Ignan.
Magmin Bond: I was summoned to the Material Plane by a spellcaster who became my master until they died. I cannot return to the Elemental Plane of Fire until they release me; which their current state doesn't allow them to do.
Nothic
Ability Score Increase. Your Charisma Score increases by 2, and your Dexterity score increases by 1.
Age. A Nothic can live for millennia. Many live long enough to become reveared as Arcane Oracles.
Alignment. Nothics are spell casters that delved too deep into the arcane secrets they researched, what they uncovered drove them insane. While not all of them are evil, most tend towards it. All Nothics are chaotic.
Size. Nothics stand between 4 and 5 feet tall. Your size is Medium.
Speed. Your base movement speed is 30 feet.
All Seeing Eye. For one minute you can gain Truesight as an action. You may use this ability once per long rest.
Keen Senses. You have proficiency in the Perception skill, and advantage on Perception checks that rely on sight.
Seekers of Magic. You are proficient in the Arcana skill, and have advantage on Arcana checks to determine the magical history of an item or location.
Rotting Gaze. As your action on your turn you may look at one creature, or as a reaction you may look at the creature that is attacking you. The target must make a Constitution saving throw. The DC for this saving throw is 8 + your Charisma Modifier + your proficiency bonus. On a failed save they take 2d6 Necrotic damage, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability once between short or long rests.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Languages. You can read, write, and speak Common and Undercommon.
Magmin
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Magmin are not native to the Material Plane, and age is a foreign concept to them, however, if left alone long enough, they have been observed to live for well over 300 years without suffering any ill effects from staying in the Material Plane.
Alignment. Magmin tend towards being lawful, as they are often summoned to do spell casters' bidding. However, they can just as often be chaotic, as they crave the chance to set anything on fire.
Size. Magmin stand between 3 and 4 feet tall. Your size is small.
Speed. Your base movement speed is 25 feet.
Born of Fire. You have resistance to fire damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Death Burst. If you die, you explode in a burst of fire and magma. Each creature within 10 feet of you must make a Dexterity saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. Creatures within 10 feet of you take 2d6 fire damage on a failed save, or half as much on a successful one.
Flaming Touch. If your flames are ignited, you can make an attack roll. You may touch one creature to inflict 2d6 fire damage. Until the creature you touched takes an action to douse the flames it takes 3d6 fire damage at the end of each of its turns. You may use this ability once between long rests.
Ignited Illumination. As a bonus action, you can set yourself ablaze or extinguish your flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Pyromaniacs. You know the cantrips Produce Flame and Fire Bolt. Your spellcasting ability for these spells is Constitution.
Languages. You can read, write, and speak Common and Ignan.
Magmin Bond: I was summoned to the Material Plane by a spellcaster who became my master until they died. I cannot return to the Elemental Plane of Fire until they release me; which their current state doesn't allow them to do.
Nothic
Ability Score Increase. Your Charisma Score increases by 2, and your Dexterity score increases by 1.
Age. A Nothic can live for millennia. Many live long enough to become reveared as Arcane Oracles.
Alignment. Nothics are spell casters that delved too deep into the arcane secrets they researched, what they uncovered drove them insane. While not all of them are evil, most tend towards it. All Nothics are chaotic.
Size. Nothics stand between 4 and 5 feet tall. Your size is Medium.
Speed. Your base movement speed is 30 feet.
All Seeing Eye. For one minute you can gain Truesight as an action. You may use this ability once per long rest.
Keen Senses. You have proficiency in the Perception skill, and advantage on Perception checks that rely on sight.
Seekers of Magic. You are proficient in the Arcana skill, and have advantage on Arcana checks to determine the magical history of an item or location.
Rotting Gaze. As your action on your turn you may look at one creature, or as a reaction you may look at the creature that is attacking you. The target must make a Constitution saving throw. The DC for this saving throw is 8 + your Charisma Modifier + your proficiency bonus. On a failed save they take 2d6 Necrotic damage, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability once between short or long rests.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Languages. You can read, write, and speak Common and Undercommon.