Homebrew Zagia Species Details
In the first age of Zalros, there were great empires. Before the age of men weilding magic, during an age of free dragons and terrible giants, the elven empire of Arkhondra reined nearly uncontested, save for one rival.
The forgotten, a race of ancient humans, weilded untold magics thanks to their unmatched skill and connection to the flow of arcana. They built great cities and arcane engines, waging war against the elven armies, and nearly won.
During the final battle of this centuries long war, the Forgotten unleashed a spell of untold power, and their legacy vanished. All written trace of them vanished, and the memory of their exsistence faded from the minds of all but few. The only record of their once great civilization are the Ruins of Jixatril, the Forgotten Isles, and the Zagia, homunculi made by the forgotten for an unknown purpose.
All credit for this race goes to my my friend and DM Jonny Briggs! I just put it here for my access :P
Zagia Traits
The Zagia find magic easily thanks to their pure arcane pressence, and can even use this pressence to fuel their magic beyond natural lengths. So strong is their connection to magic that dispelling spells and abilities can prove quite harmful to the Zagia.Ability Score Increase
Two ability scores of your choice increase by 1.
Darkvision
You have darkvision to 60 feet.
Language
You speak Common and one other language of your choice.
Age
Zagia tend to mature at the same rate as humans, but can live for four to five centuries.
Arcane Body
Thanks to your unique and magical body, you are resistant to Poison damage and have advantage to resist being Poisoned.
Arcane Might
Every fiber of your existence drips with magical energy. As a result, you can use a form of blood magic, drawing upon your own vitallity to empower or recharge your casting. You can either spend an action to regain a spell slot or recharge a magical item. You can invoke arcane might a number of times equal to your Constitution modifier(minimum of 1), and regain uses after a long rest.
As an action, you invoke your Arcane Might. Depending on which option you choose, you take a set amount of necrotic damage, or take half damage by succeeding a Constitution saving throw(this damage ignores immunity and resistance to necrotic damage). You must be the minimum total level as listed on the Arcane Might table to regain that level of charge or slot. Use the following table to determine the DC and damage taken;
| Slot Level/Charge | DC | Minimum Level | Necrotic Damage |
|---|---|---|---|
| 1 Common Charge | DC/12 | 2nd | 11(1d10+5) |
| 1st | DC/13 | 3rd | 17(2d10+5) |
| 2nd | DC/14 | 5th | 23(3d10+5) |
| 1 Uncommon Charge | DC/14 | 6th | 34(4d10+10) |
| 3rd | DC/15 | 7th | 40(5d10+10) |
| 4th | DC/16 | 9th | 46(6d10+10) |
| 5th | DC/17 | 11th | 52(8d10+10) |
| 1 Rare Charge | DC/17 | 12th | 69(9d10+15) |
Natural Caster
Zagia are naturally attune to the ways of magic. Choose one cantrip from the wizard spell list. You know this cantrip and can cast it at will. Charisma or Intelligence(your choice) is your spellcasting ability modifier for this cantrip.
Size
Zagia stand just under 4 feet tall on average.
Weak to Antimagic
Zagia are magic to the core, but this opens a weakness for them. When they are targeted by a Dispel Magic, in the radius of an Antimagic Zone, or similar effects, a Zagia must make a Cosntitution saving throw, DC determined by the casters spell save DC. On a failed save, the Zagia gains 1 point of exaustion. If they fail the save by 10 or more, they fall unconcious for one hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/16/2022 1:10:27 AM
|
1
|
1
|
--
|
Coming Soon
|
Comments