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View Full Version : D&D 5e/Next Fetchling (5e Race)



Demon Tongue
2015-12-06, 01:36 AM
*Based on race from Pathfinder

Fetchling

Descended from humans trapped on the Shadow Plane, fetchlings are creatures of darkness and light intertwined. Generations of contact with that strange plane and its denizens have made fetchlings a race apart from humanity. While fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to humans. Some members of the race also take offense at the name fetchling, as it was given to them by humans who saw them as little more than fetchers of rare materials from the Shadow Plane. Infused with the essence of the Shadow Plane and possessing human blood commingled with that of the Shadow Plane's natives, fetchlings have developed traits and abilities that complement their native plane's bleak and colorless terrain. Though most fetchlings treat the Shadow Plane as home, they often trade and deal with creatures of the Material Plane. Some fetchlings go so far as to create enclaves on the Material Plane in order to establish alliances and trade routes in areas where the boundary between the two planes is less distinct. These fetchlings often serve as merchants, middlemen, and guides for races on both sides of the planar boundary.

Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.
Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.

Ability Score Increase. Dexterity increases by 2 and Charisma increases by 1.
Age. Mature around 20.
Alignment. None specific. Slightly lean towards evil.
Size. Same as humans.
Speed. 30 feet.
Darkvision. You have superior vision in dim light and darkness. You can see in dim light within 60 feet of you as if it was bright light, and darkness as if it was dim light. You can't discern color in darkness, only shades of gray.
Unnerving Gaze. You have an upsetting gaze that makes other fearful of you. As an action, you can use your gaze on others. When you use your gaze, every creature within a 5 by 30-foot line that can see must make a Wisdom saving throw or be frightened for 1 round. The DC for this saving throw equals 8 + your Charimsa modifier + your proficiency bonus. Starting at 9th level, the creatures affected also become paralyzed.
Shadowy Resistance. You are resistant to cold and necrotic damage.
Languages. You know Common and one other of your choice.

Open to feedback.:smallsmile: