Homebrew Aberrans Race Details

A warlock, communing with the Far Realm? A wizard, performing a profane spell to emulate a Great Old One? The source of Aberrans is a mystery. An incredibly rare race, Aberrans are unbeknownst to most common folk. They appear to be half-human, but they are obviously influenced by their aberrant heritage. Aberrans are tall, grey humanoids with no irises or pupils. They often have larger eye sockets; sometimes they have a third on their forehead. Their eye colors range from white to dark muddy green.

---

Abberans are often misunderstood as being either insane with knowledge or naive about the world-- neither of which is true. They have the same range of emotions as humanoids, and are, personalitywise, roughly equal. However, they do experience a planar wanderlust. They will, consciously or not, seek out ways of travel to other planes, eventually attempting to find their way back to the Far Realm itself. They also have an obsession with knowledge, being very intelligent, though not quite as sane. The madness isn't a given with all aberrans, but it is often where their minds end up. 

 

Aberrans Traits

Aberrans share racial traits due to their heritage.

Ability Score Modification

Your Intelligence score increases by 3, and your Wisdom score decreases by 1.

Age

Aberrans mature at the same rate as humans but typically live 200 years.

Alignment

Aberrans are often neutral but can be anywhere on the scale of lawful or chaotic. Still, good and evil aberrans can exist.

Size

Aberrans are usually around 7ft tall but can be as short as 5. Abberans are Medium size.

Speed

Your base walking speed is 30 ft.

Shadowy Sight

Thanks to your heritage, you have unparalleled vision in dark and dim conditions. You can see in dim light 90ft in front of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of muddy green.

Fragile Psyche

You have a vulnerability to psychic damage.

Unfathomable Rebuke

Once per short or long rest, you may choose to use Unfathomable Rebuke deal 1d6 + half of the psychic damage you take to the damage source (psychic damage) as a reaction. Even if the damage you take would render you unconscious, you may perform this reaction before doing so.

Mental Trauma

Once per short/long rest, you may use a bonus action to take the next attack against you as psychic damage, rather than any other source. 

Languages

You can speak, read, and write Common, Deep Speech, and one language of your choice.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes