Drow & Kobold Ancestry. The Commoner has disadvantage on attack rolls and perception checks when the target of the check is in direct sunlight.
Fey Resistance. The Commoner has advantage on saving throws against being charmed, and cannot be put to sleep through magical means.
Fey Hiding. Can attempt to hide even when lightly obscured by natural phenomena such as heavy rain, foliage, falling snow, mist.
Fey Sleep. The Commoner doesn't need sleep, only needing to sit motionless in a trance state for 4 hours a day.
Long Limbed. When the Commoner makes a melee attack on it's turn, it's reach is 5 ft. greater than normal (already added to the attack).
Surprise Attack. If the Commoner surprises a target, and attacks that target on the first turn of combat, the attack deals an extra 2d6 damage. This can only be used once per combat.
Gnomish Ancestry. The Commoner has Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Commune With Nature. Beasts, plants, and anything that can breathe water can understand the Commoner's words, though the Commoner doesn't have any idea what they are saying back. The Commoner has advantage on Charisma checks to influence them.
Weird College Majors. The Commoner has Double Proficiency (+12) on checks relating the origin of stonework, as well as checks relating to magical items, alchemical objects, or technological devices.
Big Hits. When the Commoner gets a critical hit with a melee weapon, roll 1 additional damage die.
Unnatural Strength. The Commoner counts as one size larger when determining carrying capacity, and the weight it can push, drag, or lift. Additionally, heavy armor does not reduce walking, climbing, and swimming speed.
Unnatural Dexterity. The Commoner can move through the space of any creature that is a size larger. In addition, it can attempt to hide when obscured by a creature at least one size larger.
Of The Elements. The Commoner can hold it's breath indefinitely while not incapacitated. It can breathe in air and water. The Commoner can move across difficult terrain made of earth or stone without expending extra movement.
Feline Agility. When the Commoner moves on it's turn in combat, it can double it's speed when walking, climbing, swimming, or flying until the end of it's turn. Once used, this can't used again until the Commoner moves 0 feet on one of it's turns. This can be stacked with the Dash action, and the Aggressive bonus action.
Size of the Fight. When damaging a creature with an attack or spell and the creature is a larger size, the Commoner can cause 20 extra damage. This can't be used again until short or long rest.
Save Face. If the Commoner misses an attack roll, or fails an ability check or saving throw, it can gain a bonus to the roll equal to the number of allies it can see within 30 feet (max +5). Once used, can't be used until short or long rest.
Pack Tactics. The Commoner has advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and isn't incapacitated.
Audio Deception. The Commoner can mimic sounds and voices. A creature can tell they are imitations with a successful Insight check opposed by our CHA Deception.
Snakey. The Commoner can cast the Animal Friendship spell an unlimited number of times on snakes and only snakes.
Celestial Form. The Commoner has Celestial blood running it's veins. As a result, the Commoner can use an action to unleash the divine energy within, transforming in one of three ways. Each transformation will only last 1 minute, or is ended earlier as a bonus action. Once a form ends, it cannot be used again until after a long rest. Can use more than one form at once, and damage from each form also stacks. It will only begin using these if, to the Commoner's knowledge, it is not within 30 feet of an enemy.
Note: The extra damage added onto attacks by these forms also applies to the Commoners breath weapons.
Radiant Soul. This transformation causes the Commoner's eyes to glimmer and two luminous, incorporeal wings to sprout from the Commoner's back. During it, the Commoner's flying speed is increased by 30 feet. Once on each turn, the Commoner can deal 20 extra radiant damage to one target when dealing damage to it with an attack or a spell.
Radiant Consumption. This transformation causes a searing light to radiate from the Commoner, pouring out of it's eyes and mouth, threatening to char the Commoner. During it, the Commoner sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of the Commoner's turns, the Commoner and each creature within 10 feet of it take 10 radiant damage. In addition, once on each of it's turns, the Commoner can deal 20 extra radiant damage to one target when dealing damage to it with an attack or a spell.
Necrotic Shroud. This transformation causes the Commoner's eyes to turn into pools of darkness, and two skeletal, ghostly, flightless wings to sprout from it's back. The instant the Commoner transforms, other creatures that can see the Commoner and are within 10 feet must each succeed on a Charisma saving throw DC 21 or become frightened until the end of the Commoner's next turn. During this transformation, once on each of it's turns, the Commoner can deal 20 extra necrotic damage to one target when dealing damage to it with an attack or a spell.
Innate Spellcasting. The 20th Level Commoner innate spellcasting abilities are Intelligence, Constitution, and Charisma. The corresponding spell DC/ability score used for each spell is below for convenience. Casting these spells requires no material components.
INT: 16 CON: 20 CHA: 20
Cantrips (at will): dancing lights (CHA), minor illusion (INT), thaumaturgy, levitate (CON), pass without trace (CON), produce flame (CON), shape water (CON), light (CHA), poison spray (CHA)
1/long rest each: faerie fire (CHA), darkness (CHA), burning hands (CON), hellish rebuke, create or destroy water (CON), fog cloud, gust of wind, wall of water (CHA)
Healing Hands. As an action, the Commoner can touch a creature (including itself) and have them regain 20 hit points. Cannot be used again until after a long rest.
Talons & Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (5d4 + 8) slashing damage.
Breath Weapon. The Commoner has multiple types of breath weapon attack. The following chart describes the damage type, size and shape, the DC saving throw type, and the number of uses for that specific breath weapon.
All saving throws are a DC 20. On a failed save targets take 35 (10d6) damage, and half that on a success.
All uses are refilled after a short or long rest.
Acid, 5 by 30 ft. line, (Dex. save), 2 Uses.
Lightning, 5 by 30 ft. line, (Dex. save), 2 Uses.
Fire, 5 by 30 ft. line, (Dex. save), 1 Use.
Fire, 15 ft. cone, (Dex. save), 2 Uses.
Poison, 15 ft. cone, (Con. save), 1 Use.
Cold, 15 ft. cone, (Con. save), 2 Uses.
BONUS ACTIONS. Only one bonus action can only be taken at a time. The only time a bonus action can be taken is during the Commoner's turn. A bonus action can be taken at any point during the Commoner's turn.
Bite. Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6 +8) piercing damage. Regain 20 health.
Nimble Escape. Take the Disengage or Hide action.
Hidden Step. The Commoner magically turns invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw. Once the Commoner uses this trait, it can't use it again until it finishes a short or long rest.
Aggressive. The Commoner can move up to it's standard movement speed toward an enemy of it's choosing that it can see or hear. The Commoner must end this move closer to the enemy than it started.
Stone's Endurance. When taking damage, The Commoner can use a reaction to roll 1d12 + 7, and reduce damage taken by the total. Can only be used once per day.
Description
Description. The Alpha Commoner has a mostly humanoid body layout, aside from the 6 arms it sports. Each arm is from a different race. Its torso is that of a Lizardfolk. It has two tails, one pointed and red like a Tiefling, the other furry, a dull yellow with black spots like a Tabaxi. It's legs are clearly a Triton's. On it's back sit it's Aarakocran wings, it's celestial Aasimar wings appearing in front of them when unleashed.
A human-ish head with normal brown hair and big goblin ears sits atop, though with a scaly Dragonborn snout jarringly protruding out. The snout has stripes running down the length of it, each a different color of Dragonborn.
In case you were having trouble imagining this abomination creature, there (should be) a wonderfully "detailed" picture enclosed in the Details, drawn by yours truly.
Lore: Scientist/Wizard tried to make the ultimate race/turn themselves into the ultimate race. What were you expecting? Deep Lore?
True Danger: Reproduction: The real danger isn't fighting one of these creatures. Their damage output is kinda trash. No, the real danger is that an unofficial trait of theirs' is that they reproduce asexually, no partners needed. Alphas weigh roughly 300 lbs. They only need to eat half their body weight in food, and they will "reproduce" an Alpha that is combat ready in seconds. Given that they can eat just about anything organic, and that they're immune to poison, this leaves them with a large variety of food options.
They are a swarm of Goliath sized locusts, hiding in the brush and caves during the day, and feeding on anything they can see at night with their superior Darkvision. After meditating for 4 hours, the Alpha waits until nightfall, perhaps grabbing a passing snack in the meantime.
In Combat: I would recommend putting him in a large but enclosed space or at night, due to the sunlight sensitivity. Can quite literally fly circles around enemies. The Alpha is very difficult to hit, and even more difficult to catch.
Also, for anything that may need a level (like the spell poison spray), the Commoner is level 20.
Author Stuff: Behold the might of the Alpha Commoner, Twentieth Level, The Omni-Commoner, Race-Lord Supreme (originally called the Twentieth Level Commoner, The Alpha & The Omega, The Omni-Commoner, Race-Lord Supreme. Changed for Reasons). It has the combined abilities, strengths, and weakness(es) of 24 different playable races. In total, 45 races, sub-races, and variants were used.
This isn't all of the official playable races, partially because I didn't realize I had access to more of them when I started, but mostly because this was becoming a slog to make. Perhaps that monstrosity will come later.
If that CR seems a bit too high, #1. Celestial forms add onto damage dealt by breath weapons, #2. The official way to calculate breath weapons into the CR is a bit weird, #3. This isn't a very serious creation.
Previous Versions
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1/23/2021 8:07:45 AM
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Posted Jan 23, 2021Updated, probably for the last time, to fix some stuff and add features.
I am tired.
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Posted Jul 25, 2021Wow.
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Posted Sep 7, 2021This is pure perfection, BBEG material
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Posted Nov 4, 2021Thank you! Although I don't know how easy it would be to use in a real encounter. I feel like it'd be very annoying for the DM to remember all the little things it has, and the party will be annoyed by how hard it is to hit and pin down (assuming the DM remembers everything it can do).
Not to be weird, but how did you find this? Were you looking through all the homebrew monsters alphabetically, or did you look something up specifically?