Homebrew Alien Race Details

Your ancestors come from another world in the Prime Material Plane. Less than a century ago a ship from your homeworld was passing by Toril and malfunctioned, causing it to crash. The survivors of that crash have been trying to survive on this new world with some difficulty

 

Otherworldly Nature:

Aliens come from a world that is vastly different than Toril. While it is still part of the Prime Material Plane, it has a different ecology and biomes. Aliens have managed to survive on food found on Toril, but with some difficulty. Their physiological and mental differences provide just as many advantages as disadvantages. 

Inherited Technology:

Aliens brought with them advanced technology from their homeworld. Not all of it survived the crash, but what little did survive has been carefully maintained and passed down to the generation born on Toril. This technology has given the Aliens an edge in making a living as adventurers. 

Alien Names: 

Aliens use telepathy to communicate among themselves and so don't have spoken names. They give their young names based on images that they send out telepathically to call their young. Aliens who try to hold onto their otherworldly heritage more closely have "translated" these images into simple two word names. Other aliens often use names that they have overheard used to identify other creatures they have encountered. 

Image Names: Green Field, Blue Sky, Still Pool, Crashing Wave, Closed Eyes, Windy Lake, Bloody Sword, etc...

Common Names: Harold, Janet, Billy, Garl, Rurik, Drizzt, Goblin, Troll, Spot, Rover, etc...

Alien Traits

Your Alien heritage manifests in a variety of traits you share with other Aliens.

Ability Score Increase

Your Intelligence score increases by 2.

Age

Aliens age at a slightly slower rate than humans and reach adulthood by age 25. They live to be around 150.

Alignment

Most Aliens tend toward Neutral Alignments, though Good and Evil Aliens are not hard to find.

Size

Aliens are shorter and lighter than humans, standing barely 3 1/2 feet tall and averaging less than 80 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Alien Ancestry

You have alien physiology. Your large brain and advanced mind grants you a great intellect and telepathic abilities, but your body is still not fully adapted to life on Toril. You are proficient in one Intelligence based Skill of your choice. You have telepathy with a range of 30 feet for non-aliens and a range of 60 feet with other aliens and 120 feet with other aliens of your subrace. You can use your telepathy to communicate, both sending and receiving information including images and words, but you can only detect the surface thoughts of unwilling creatures. You can use an action to "delve deeper" into the thoughts and memories of a willing creature within 5 feet of you that you touch on the head with a free hand. Charmed creatures qualify as willing. Your telepathy can penetrate barriers, but two feet of stone, 2 inches of any metal other than lead and a thin sheet of lead can block your telepathy. 

You have disadvantage on saving throws against being poisoned or succumbing to a disease.

Also, every long rest you must make a DC 10 Constitution saving throw against the rations/food you consume. If you fail you must roll a 1d4 and take that much poison damage (this damage is calculated after having returned to maximum HP after the long rest). However, even if your class is not proficient in Constitution Saving Throws, you are considered proficient in the Con save for this effect. 

Inherited Technology

You have inherited a piece of technology salvaged from your ancestral ship. This equipment does NOT count as magical for determining resistances and does NOT show up on Detect Magic. This equipment is tied to your race and you receive it in addition to the equipment you would receive for your class. Choose ONE of the following devices:

  • Ray Gun (20 charges): This metallic crossbow like device shoots a bolt of radiant energy. The Ray Gun is a ranged weapon with a range of 30/120 feet. You can activate the Ray Gun as part of the Attack action on your turn. When you activate the Ray Gun it looses one charge and fires a bolt of energy at one target. On a hit it deals 1d8 radiant damage. The Ray Gun regains 1d10 charges per short rest, or all charges on a long rest. You are considered proficient with this weapon.
  • Shield Generator (5 charges): This small circular pendant can be worn anywhere on your body and can provide you with added protection from damage. You can activate the Shield Generator on your turn as a bonus action. When you activate Shield Generator it looses one charge and you gain +2 to AC and immunity to lightning damage for 1 minute or until deactivated as a free action. If you are hit with Lightning Damage while the Shield Generator is active you take no damage and the Shield Generator regains one charge. The Shield Generator regains 1d4 charges per short rest, or all charges on a long rest. The Shield Generator was designed to work with Small creatures like yourself, Medium creatures who try to use the shield gain +1 to AC, creatures larger than Medium gain no benefit from the Shield Generator. 
  • Plasma Baton (10 charges): This small cylinder can create a short beam of energy similar to a sword's blade. You can activate the Plasma Baton as a bonus action on your turn. When you activate the Plasma Baton it looses one charge and remains active for 1 minute or until deactivated as a free action; while activated it also sheds bright light for 10 feet and dim light for an additional 10 feet. The activated Plasma Baton is a melee weapon with the Finesse property. On a hit the Plasma Baton deals 1d8 radiant damage. The Plasma Baton regains 1d6-1 (minimum 1) charges per short rest, or all charges on a long rest. You are considered proficient with this weapon.
  • Anti-Gravity Belt (4 charges): This belt can allow the wearer to fly for a short period. You can activate the Anti-Gravity Belt as a bonus action on your turn. When you activate the belt it looses one charge and remains active for 1 minute or until deactivated as a free action. While the Belt is active you gain a flying speed equal to your walking speed. The Anti-Gravity Belt regains 1d4 charges per short rest, or all charges on a long rest. The Anti-Gravity Belt was designed to work with Small creatures like yourself, Medium creatures who try to use the belt gain a flying speed of half their walking speed, creatures larger than Medium gain no benefit from the Anti-Gravity Belt. 

Languages

You can speak, read, and write Common. Your native language is telepathic and therefore you do not have a spoken language from your homeworld.

Green

You have skin that ranges from light green to dark green. You have shorter, stouter limbs and only three fingers on each hand.

Ability Score

Your Wisdom score increases by +1.

Nature Affinity

You have a fascination with magic and Nature in particular. You gain proficiency in the Nature and Animal Handling abilities.

Grey

You have skin that ranges from light grey to dark grey. You also have long dexterous limbs and fingers and large eyes.

Ability Score

Your Dexterity Score increases by +1.

Hidden Observers

Greys are known for watching other species without their knowledge. You are proficient in the Stealth and Investigation abilities.

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