Homebrew Duat Species Details
Duats are known to be extremely paranoid and weary of its surroundings due to the painful encounters they’ve had to experience in the Far Realm. They do not consider many people as friends, but they do welcome as many allies as they can get. People who proved to have aided them when they really needed it are usually considered as the Duats friends, and Duats will go out of their way to help their friends. If someone has greatly wronged a Duat, whether it be killing a loved one, stealing an item of great importance to them, or any forms of betrayal, they will stop at nothing to seek their revenge. Duats are not known to seek aid from deities like the Gods, however, they don’t mind doing so in order to overcome the sense of weakness and inferiority towards other Aberrations.
Duat Traits
Duat Traits Your chaotic exposure manifests in a variety of traits you share with other Duats. Ability Score Increase Your Wisdom score increases by 2, and your Charisma score increases by 1.Ability Score Increase
Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age
Duats stay as children until the age of 40 and are only considered as adults at the age of 120. Duats live for around 1,100 years, making them one of the oldest humanoid races to exist.
Size
Duats are taller and much lighter than humans, and range from 6 feet to 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 40 feet.
Arcane Impulse
As someone who’s been tainted with the madness of the Far Realm, you’ve learned that sometimes it’s better to avoid confrontations that seem too much to handle. Through channeling the mysterious and chaotic magic of the Far Realm, you’ve mastered the art of traps and evasion using magic. As a bonus action, you can cast certain spells that are mentioned in the table below. However, casting these spells will still expend your spell slots. If your class does not have spell slots, you instead take 1d10 necrotic damage per spell level when casting a spell.
Primordial Nightmare
Your exposure to the Far Realm has left you more precautious and on guard than ever. Even amongst your allies you feel the need to constantly keep track of your surroundings. You add your proficiency bonus to Wisdom (Perception) checks.
Mind’s Eye
You have a third eye on the top of your forehead unlike most Far Realm creatures. Using this eye, you can telepathically speak to other creatures within a 30 feet radius.
Languages
You can speak, read, and write Common, Deep Speech and two other languages of your choice.
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