Homebrew Fictioneer Species Details
You are a member of the Bookworld- the fictional side of the universe. For one reason or another, you have left your book and found your way to the Real World. Be careful, things rarely make as much sense out here as they did back home. However, with the ability to call upon narrative devices and guarantee good Pacing throughout your adventure, the wise Fictioneer can navigate even the randomest of scenarios. It is important to note, however, that the knowledge of the bookworld is a highly guarded secret, and it is important that all Fictioneers out of the books pass as Real.
Fictioneer Traits
Your existence as a character in a story makes the real world seem terrifyingly chaotic- but your innate abilities can help you make sense of it all.Racial Form
You look however you were written to look! You are not bound by racial traits of the Form, and do not gain any benefits of it. For example a Kenku-Form Fictioneer cannot necessarily mimic, but could speak normally- similarly you will find it much easier to put an Elf-Form Fictioneer to sleep than one from the real world. That said, some things are fairly common among Fictioneers. Chiefly, they are sturdier than most. Dying easily doesn't exactly make for good entertainment.
You have +1 to Constitution and +1 to any ability score.
You can speak, read, and write Common, Courier Bold, and one language of your choosing.
You are the size of your Form.
You have the movement speed(s) as well as the vision, smell, and hearing associated with the your Form.
Pacing Points
You have a number of Pacing Points at your disposal equal to your constitution modifier plus half your player level, rounded down. You can spend these points to activate your Fictioneer Racial Traits. You regain 1/4 of your maximum pacing points at the end of a short rest and 1/2 of your maximum at the end of a long rest. Rests taken inside your source book restore twice as many pacing points.
Logical Assumptions
Whenever you or an ally that you can see within 30 feet of you are out of rations, ammunition, spell components, or other consumables you may expend one or more pacing points to explain that those mundane tasks were handled while the narrative was elsewhere. You can produce up to 50gp worth of merchandise per Pacing Point expended this way.
Plot Devices
You may pick one racial feature from any other race (excluding Variant Human) and claim it as your own. During a long rest you may spend half of your maximum Pacing Points rounded up to exchange the chosen feature with another. Beginning at seventh level, during a short rest you may spend three quarters of your maximum Pacing Points to exchange the chosen feature for another. Beginning at 14th level you may spend a number of pacing points equal to your maximum to exchange the chosen feature as an action. When you activate this feature as an action, gain two Pacing Points. You May not activate this feature again until you have completed a long rest.
Plot Armor
In times of peril you may use your reaction to spend Pacing Points and escape trouble despite astronomical odds. Whenever you fail a save, you may use your reaction and spend 3 Pacing Points to succeed instead. Beginning at Level 5, whenever you would be reduced to 0HP or less you may use your reaction and spend 5 pacing points to be reduced to 1 HP instead.
Fatal Flaw
You have disadvantage to all skill checks with skills you are not proficient in, as well as to all attacks made with weapons you are not proficient with. Additionally, work with your DM to create a unique hindrance that will face your character recursively. This can be silly- like a fatal allergy to citrus- or serious- like an old rival who you are prophesied to never best harries your adventure. Find one that fits your character's source book.
Previous Versions
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7/7/2022 9:18:55 PM
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