Homebrew Gallifreyan Species Details

Gallifreyan Hailing from the planet Gallifrey, Gallifreyans primarily inhabit their homelands, however rarely will settle with the other races. They get along best with humans, who they are indistinguishable from, without a medical check. Among Gallifreyans, options do vary, though most tend towards Lawful, there are those who lean on Chaotic. Most Gallifreyans embrace their non-interventionism view on other events, and only intervene in times of dire need and to prevent the power of one race from becoming too strong. Most are neutral, though few can be found to either good or evil. Most inhabitants have a neutral view on other races, and while not openly banned, visits by non-Gallifreyans is not particularly promoted. At the center of the Gallifreyan capital, the Citadel, lays the Untempered Schism, a tear in the fabric of reality in which the whole of time and existence can be observed. Observing the schism for 10 minutes can have many effects, as seen in the schism percentile chart.

Gallifreyans do not religiously follow any pantheon of gods. They acknowledge them as powerful beings, but do not worship, instead a Gallifreyan paladin or cleric follows the concept they embody, rather than any god.

In terms of appearance, they are almost identical to humans, though they tend toward the lighter side. Just as much variety in humans can be found in the home populace of Gallifrey.

 

Gallifreyan Traits

The Gallifreyans have abilities catered towards cheating death and empathizing with others so as to better keep the balance of time

Ability Score Increase

Your Intelligence and Constitution are increased by +2 In addition, your intelligence maximum is raised by 4. This can be increased further by other means.

Age

 Gallifreyans age at roughly 1/5 the age of humans. Most Time Lords are ready to explore the multiverse as young as 90, though other occupations will see younger Gallifreyans answer the call. A careful Gallifreyan can be one of the oldest mortal being in existence, as most live in their twentieth or thirtieth century. The oldest among Gallifreyans can live to be over 100,000 years.

Speed

Thanks to your robust, binary vascular system, you move at a speed of 35 feet.

Language

Gallifreyans can speak Gallifreyan, a very complex language written in interlocking circles, lines, and dots. They tend to learn the languages of races which they take interest in, so common and elvish are popular languages as well. You gain two additional languages alongside Gallifreyan.

Gallifreyan Reading

Gallifreyans can read and take in full understanding of writing in little more than a glance. The time to copy spells is reduced to only 10 minutes, and the cost halved.

 

Mind Melding

A Gallifreyan can, to either a restrained or willing creature, form a very intense telepathic bond. The Wisdom DC of melding with a non-willing creature is 8+Proficiency Bonus+Wisdom (Or Intelligence) Save Modifier. A willing creature can automatically fail. (A Level 2 Cleric with 16 Wisdom, for example would have a DC of 15, as their Wisdom save is a +5) The Gallifreyan also has this DC, and if the other creature passes it with an intelligence check by 5 or more, or if the Gallifreyan willingly fails, both creatures can observe the other's mind. While observing the mind, one can attempt to see specific memories, knowledge, and thoughts. A creature can attempt to block one from learning this information from them, which requires a wisdom contest, the defender getting a +5. If the target of the attack is a Gallifreyan, with their mind accustomed to melding, they make the contest with advantage. Multiple creatures capable of melding can meld together. If one creature cannot observe the other's, or they are under the effect of a Mind Blank spell, they instead see nothing but darkness. While melded, both parties can speak telepathically to each other, without a common language. Even simple animals are capable of communicating simple ideas and feelings. After ending the meld, for 10 minutes, each party can comprehend and speak one language from the other's known languages. A Gallifreyan can also use the meld to teach another creature, doing so doubles the speed at which one learns the language, skill, or tool. While Melded, both creatures are immobile, and are unaware of their surroundings. If the meld is ended prematurely, either by separating the creatures, or by knocking one unconscious, both creatures take a combination of their intelligence modifiers in d6 psychic damage as their minds are forced apart. (If both targets have +4 to Intelligence, an interrupted meld deals 8d6 to both parties.)

Regeneration

When a Gallifreyan drops to below 0 hp, they begin regeneration. They gain a pool of HP equal to their total levels times 10. This can be applied to them, or can be used to heal others through touch. If reduced to 0 HP, this pool is automatically depleted to keep the player at 1 HP. Once the regeneration process begins, it takes 4 hours to begin, unless it begins immediately or the player lets it happen. Regeneration itself takes 10 minutes to complete once begun. If during this 4 hours, the player runs out of their regeneration HP, and falls below 0, they die permanently. In order to die in one hit, they must take damage equal to their HP maximum + their regeneration pool. If they fall between these two, they begin their regeneration immediately. Regeneration is the most dangerous period for a Gallifreyan, as they have their level times 2 in HP. If they drop below 0 during this, they die. While regenerating, the Gallifreyan emits dim light for 10 feet and has resistance to all forms of damage. At the end of regeneration, they regrow all limbs, and undo any damage, and regain all their HP. In addition, they gain 2 temporary hit points, for each level. A Gallifreyan only gets 12 regenerations when they are born, and can only gain more from the gods, other Gallifreyans, or the Untampered Schism. You begin with 12-(1d4-1) regenerations left.

Comments

Posts Quoted:
Reply
Clear All Quotes