Homebrew Afflicted Humans Race Details

 

The Experiment

A cult saw the human race would eventually overpopulate the world with their ambitions. In attempt to control the rising population they began to experiment in polymorph research. The solution they came to was a cruel fate for all involved. The idea they found was to change some of the human race into domestic animals. By doing this, overpopulation would never become a problem and the rest of the world would in turn be fed the afflicted. Many humans went through the experimentation, willingly or not. In most material planes, including Material Prime, a town far from any large city was where the first experiment took place. The cult came to the town making their presence unknown. Around the town they set up six towers of stone inscribed with runes. Three of the towers were designed to release a permanent polymorph like effect across the village while the other three kept the towns people happy and in bliss. No one noticed or cared about the changes occurring to them or the haze throughout the town. They held festivals and lived their daily lives. Some were more resilient to the magic's effect but as each person changed they were taken away to a far away facility. Some townspeople became aware of the changes occurring to them and attempted to warn others but were soon dragged off to the same facility where they were left to finish the change. Few managed to escape and even fewer made it through the wilderness to the closest village. As the survivors arrived only a few managed to enlist the help of adventurers. As a collective they took down the towers and the cultists within the surrounding area. Only a few managed to get away with minor changes. The town was left scarred and the cult was still around based on the adventurers observations.

Moving On

After the ordeal was over many people still felt frightened and the town was left in ruin from the battle. Only some of the town managed to stay and soon after rebuilt it in its entirety. Life began to resume for the locals. Yet, things would never be the same; no one could return to the way things used to be. Those who chose to leave wanted to get as far away as they could from the town and the cult. So they wandered the lands till they managed to find their place in the world. Many from the group that left found themselves unable to deal with their new bodies and the cold stares they received from everyone. Many of them lost their lives due to this pressure. Those that carried on found new ways to start over. Some became farmers on the outskirts of towns and cities and the rest continued to wander doing odd jobs here and there. The best of them however, went and joined Adventurer Guilds. To some they felt the need to be better than they were and help those who needed it; just like the adventurers that had saved them.

The Variations

Each person that took part in the experiment change into one of the six forms of livestock chosen. The form they take is decided by some internal factor that has yet to be determined.(Each extra description on a feature of a variation can be applied to all features that are similar enough to it)

The Cult Itself

The adventurers defeated all the cultists in the town but were unable to question any of them. The cultists were so devout to their cause even if they were unconscious, a spell immediately ended their lives. After much searching the group of adventurers that stayed behind managed to locate the hideout of the cultists. They fought their way through each section of the hideout and finally made it to the head priest where they defeated him soon after. However, in the priests dying breath he whispered the words "The strong shall always exploit the weak, for it is our right...". The cleric of the group face was filled with dread. Those words belonged to followers of Iuz the Evil. He is a dark demigod that rules over his own empire and believes the weak are meant to be ruled over. Any pain, death, or atrocity committed in his name pleases him. Whenever given the chance Iuz uses his cultists to expand his territory beyond the City of Skulls. The experiments done by the cultists are not only an homage to his ideology of the strong ruling over the weak it is an attempt at conquest. With this development, the Adventurer Guilds were put on high alert, preparing for the battle to ensue.

Names

The afflicted humans tend to retain their human name while some will change their name based on the domestic animal they appear like.

 

Afflicted Humans Traits

Each racial trait is based on which domesticated animal they were destined to become

Ability Score Increase

Three of your ability scores increase by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

 Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Cattle Affliction

The human experiments that obtained the features of cattle.

Ability Score Increase/Decrease

Your Constitution score increases by 1 and your Dexterity score decreases by 1.

Sharp Horns

You can make a melee attack with your horns causing 1d4 piercing damage plus your strength modifier. If the target is your size or smaller and within five feet it must succeed a strength or dexterity saving throw of DC 12 or higher otherwise they are knocked prone.

Natural Endurance

You don't suffer the effects of the first level of exhaustion and each level above the first level is decreased by one.

Chicken Affliction

The human experiments that obtained the features of a chicken.

Ability Score Increase/Decrease

Your Dexterity score increases by 1 and your Constitution score decreases by 1.

Natural Descent

 When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 1 foot horizontally for every 1 foot you descend.

Sharp Talons

You can make a melee attack with your talons causing 1d6 slashing damage plus your Dexterity modifier. 

Goat Affliction

The human experiments that obtained the features of a goat.

Ability Score Increase/Decrease

Your Strength score increases by 1 and your Intelligence score decreases by 1.

Tough Horns

You can make a melee attack with your horns causing 1d4 bludgeoning damage plus your strength modifier. If the target is your size or smaller and within five feet it must succeed a strength or dexterity saving throw of DC 12 or higher otherwise they are knocked prone.

Ramming Speed

When you use your action to Dash, you can use your Sturdy Horns trait to make an attack against a target. If you move at least 10 feet in a straight line and your opponent is 1-foot taller than you or smaller, they must succeed a strength or dexterity saving throw of a DC 14 or higher. If the target fails they are knocked prone.

Pig Affliction

The human experiments that obtained the features of a pig.

Ability Score Increase/Decrease

Your Strength score increases by 1 and your Wisdom score decreases by 1

Enhanced Smell

Whenever you make a Wisdom (Perception) check related to smell, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Thunderous Squeal

You squeal as loud as you can that can be heard from 100 ft away. Each creature within 5 ft of you must succeed on a Constitution saving throw of DC 12 or higher or be deafened. 

Rabbit Affliction

The human experiments that obtained the features of a rabbit.

Ability Score Increase/Decrease

Your Dexterity score increases by 1 and your Strength score decreases by 1.

Enhanced Gait

Your base walking speed increases to 35 feet.

Rotating Ears

Whenever you make a Wisdom (Perception) check related to sound, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Sheep Affliction

The human experiments that obtained the features of a Sheep.

Ability Score Increase/Decrease

Your Charisma score increases by 1 and your Intelligence score decreases by 1

Natural Warmth

You have resistance to cold damage.

Enhanced Eyesight

Whenever you make a Wisdom (Perception) check related to sight, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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