Homebrew Bidrot Species Details
Bidrots are born from the shadow cast from an Archfey who is daydreaming. They are beings made of shadow, without emotion and stand neutral most of the time. They are, however, driven towards powerful emotions, regardless if those emotions are emitting from a creature or an object. They wish to fulfill the wants and desires those emotions cry for, and they answer.
Bidrots make a deal with these creatures, to posses them and in exchange do everything in their power to grant the possessed the wish they asked for. Or, the Bidrot will do the same but with an object connected to a powerful emotion of some or many feeling creatures. Their only purpose is to grant wishes, and will fade away once they complete their task. Once the Bidrot possess a target, it magically transforms into a humanoid that reflects the goal of the bidrot, indistinguishable from any other humanoid.
For example, a bidrot may find a symbol for a country, infused with the frustrations of the people of this country about a lost war. A bidrot who possesses this object would manifest into a solider from this country, hellbent on bringing carnage to the opposing country who tore apart their home. Another bidrot may find a paralyzed elf, who wants more than anything to see his love again. This bidrot would make a deal, and if agreed, would possess the elf and transform into the image of what maybe the elf and his love's child would have looked like, searching far and wide for them. Choosing this race means making a character who exists as a piece of the world trying to right itself, bringing peace and resolution to the broken and wishful.
Bidrot Traits
You have fey abilites to help you with your goal, giving you the following traits:Ability Score Increase
Increase one ability score by 2 and increase a different one by 1.
Languages
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Age
Bidrots are immortal wanderers of the feywild. They can be as old as the first Archfey or as young as a few hours.
Creature Type
You are Fey.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Size
Size. You are Medium or Small. You choose the size when you gain this race.
Speed
Your base walking speed is 30 feet.
Possession
A bidrot can posses either a humanoid determined to accomplish something, or an object with powerful emotions tied to it. Choose one of the following: Creature or Object.
- Creature. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
- If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.
- Object. You have possessed an object, moved by the powerful emotions tied to it. This Choose a non magical item or a trinket from the trinket table, listed in chapter 5 of The Players Hand Book. The object needs to be small enough to fit within your body, in which it resides in. You can summon the object as a free action on your turn into an open hand, or dismiss the object harmlessly back into you. The object cannot be removed from your grasp. This object can be a spell casting focus for you.
- Additionally, choose 1 first level spell from any spell list. You can cast this spell once for free using the object as a spell casting focus, and again by expending a spell slot if you have any. Your spellcasting modifier of this spell is either Intelligence, Wisdom, or Charisma, which is chosen when you gain this race.
Will-O'-The-Wisp
You have a promise to keep, and you have Fey magic to accomplish that task. Choose a goal for your bidrot. Then, choose from one of the following options that most closely resemble that goal: Diminish, Learn, or Rectify.
- Diminish:
Something or someone must hurt, die, or worse. As an action on your turn, choose a weapon or spell casting focus you are holding. for 1 minute, you have expertise with attack rolls with it. You can choose to do this once per long rest. - Learn:
There is something you must discover, prove, or finish. By holding an object or creature for at least a minute and focusing on it - you catch a glimpse of its history. You can see everything that happened with the target in the last 24 hours, experiencing every moment and what happened within 10 ft of it. Everything past 10ft of the object is blurred and heavily obscured. This vision lasts 6 seconds, but you experience it like it was 24 hours. This ability is considered Divination magic for the purposes of spells and magic items. *Talk to your DM before choosing this feature, as this requires more work from your DM. - Rectify:
There must be a change for the better, for someone, something, or yourself. An amount of times equal to your proficiency bonus, you can add your constitution modifier to a skill check using wisdom or charisma. You regain all uses when you finish a long rest.
Once you achieve your goal, every bidrot must choose to either disappear or choose a new goal. If you choose to disappear, you die outright, leaving behind nothing but the thing you possessed. However, you may have in your journey discovered another object or creature who has a wish worth fulfilling. Choose a creature or object.
- If you choose a creature, the creature must be a humanoid, and that creature must agree to be possessed by you. You don't gain any benefits from the statistics of the creature you possess.
- If you choose an object, it must be of great emotional value to someone.
You must choose within 24 hours of accomplishing your original goal or be forced to disappear. Gaining a new goal means you change the options you chose as a part of taking this race to fit the new goal best.
Determination
You are determined to obtain your goal, and nothing must stand in your way. When you take damage, you can use your reaction to roll a d20. On a 20, you don't take damage.
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