Homebrew eldritch spawn Species Details

Warped beings from the deep realms. They have warped and eldritch appearances, and travel across worlds. They are humanoid and are mostly as tall as a human, the more elite of their kind are taller and larger. They base their status off of height and how large they are. Most are warriors type classes. The are seen as demons and monsters of such ferocity. They’re home is falling apart and they arrived in the worlds above to fix their home.

Eldritch have many shapes and sizes, but all have a few to many tentacles of varying numbers. There tentacles can be used for combat, movement, or other various purposes. They can also have them instead of legs or on other places such as their mouth or back. They also seem to have a thick carapace covering different and most parts of their body as a sort of armor or exoskeleton.

eldritch spawn Traits

Eldritch Traits

Languages Known

Eldritch know only a few languages since they are new to the world above them. They can read, write, and speak in Deep Speech and Abyssal.

Ability Score Increase

+ 2 Constitution, + 1 Strength

Eldritch Tentacles

Eldritch Tentacles can be used to attack, do menial or important tasks, and to move around. It gives them increased speeds in climbing and an attack with it’s own stats.

 

Carpace

The carapace that covers an Eldritch’s hide is equivelant to a thick layer of armor. It can protect from swords and axes just like a plate of armor could.

 

Eldritch Magic

All Eldritch have magical capabilities and can use Eldritch Bolt. It is universal and can be used no matter what class the Eldritch is. It is based off of a 1d6 plus a modifier bonus from the WIS stat.

Deep Forged

Hydromantic Instincts

You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell an amount of times equal to your proficiency bonus with this trait, and you regain all expended uses when you finish a short or long rest. When you reach 7th level, you can cast the control water spell as a 4th-level spell once with this trait, and you regain the ability to cast it this way when you finish 3d4 long rests. Constitution is your spellcasting ability for this spell.

Eyes of the Deep

All water belongs to the Deep, and you can see through it. You can sense all plain water within an amount of feet equal to 5 x your total class levels. This does not detect blood, booze or mud, but can detect wet clothes, water canteens and rain. As an action, you can mark any body of water smaller than a 5ft cube that you can see. While marked, you see and hear through this body of water, becoming blind and deaf. If you can see another body of water through the marked water, you may transfer the mark to it.

Aquatic Design

You can breathe air and water. You have a swimming speed of 30 feet. You gain advantage on grappling, athletics, acrobatics, performance and stealth checks while submerged

Starborn

Void Silence

As an action, you can wrap yourself in a thin layer of void through which no sound can pass. This layer is thick enough to cover normal clothes and armor, and prevents you and your armour incapable of making sounds. This does not prevent indirect sound though, so while your footsteps may be silent, if you step in a puddle the sound of the water splashing will be audible. While silenced, you are also deaf as the void is two-way. This does mean that for sound to reach you it must either travel through the ground you stand on or push air through the void, making you resistant to thunder damage.

Untethered

Your allegiance is to the stars, not this world, so you can defy the clutches of gravity and mass. As an action, you cease to be affected by gravity for an amount of minutes equal to 1d4 x your total class levels. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses when you complete a short or long rest. You do not gain a flying speed, but must push off of other objects to move and as such cannot walk normally. While this effect is active, you weigh nothing.

Embrace The Long Dark

You hold knowledge not intended for mortal minds, and when you prove yourself worthy your creator grants you the power to force a part of this knowledge into the mind of your opponent. Whenever you strike a critical hit, you may force the target to make a Charisma saving throw with a dc of 10+Double your proficiency bonus or be inflicted with short-term madness.

Wyrdling

Immeasurable, Indescribable, Unforgettable

A trace of your creators impossible energy lingers on you. If you touch anything intended to measure things, it is destroyed. Clocks crack and cease, measuring sticks warp, and weighing scales shatter. If someone has not observed you personally, then they will be unable to understand depictions or descriptions of you. Paintings of you will look like meaningless lines, written and spoken descriptions of you sound like they are in a foreign, unknown language and any attempts to extract knowledge of you directly from the minds of others who have observed you, such as with detect thoughts, will fail. If a person has observed you, they cannot forget you through non-magical means. You can be targeted by divination magic, but it cannot observe you directly. For example, an arcane eye would see you as a set of floating, empty clothes.

Mind of Glass

The mind of a Wyrdling is a strange and fragile place where up is left and down is inside out. As such, the slightest touch can be catastrophic for all involved. As a reaction, take double psychic damage from an attack and reflect double damage taken back at attacker. This reflected damage ignores resistances and immunities. You can use this ability a number of times a day equal to your proficiency bonus. You regain all expended charges on a short or long rest. You have disadvantage on saving throws against being magically charmed. If you succeed of a saving throw against these effects, the spell targets the the caster instead and they have disadvantage on the saving throw. If the spell succeeds they are charmed by you with no concentration required. You can alter, erase and create your own memories at will.

Deep Forged

Hydromantic Instincts

You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once with this trait and regain the ability to do so when you finish a long rest.

Eyes of the Deep

All water belongs to the Deep, and you can see through it. You can sense all plain water within an amount of feet equal to 5 x your total class levels. This does not detect blood, booze or mud, but can detect wet clothes, water canteens and rain. As an action, you can mark any body of water smaller than a 5ft cube that you can see. While marked, you see and hear through this body of water, becoming blind and deaf. If you can see another body of water through the marked water, you may transfer the mark to it.

Designed for the Depths

You were designed with the depths in mind, and as such you gain the following benefits: You can breathe air and water. You have a swimming speed of 40 feet.

Additionally, while you are fully submerged in water you gain proficiency in Stealth, Survival, Athletics and Acrobatics. If you already have proficiency in any of these skills, then you gain expertise; If you already have expertise, then you gain advantage on checks with that skill.

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