Homebrew Ancient Creature Lord Species Details
Ancient Creature Lord Traits
The lords of creatures have such interesting anatomy, considering they have none at all.Pocket Space
The inside of a creature lord often acts as its own personal pocket dimension, capable of holding any item it may put inside itself. This allows them to travel lightly, without care to what the typical restrictions of a journey may be. because of this, weight allowance will never come into play for an Ancient Creature Master unless the items are being carried in its arms or on its person; inventory has no effect.
No Body
Because they have no body, creature lords cannot be harmed, even by magical items. There is nothing to harm. Because of this, however, they have no health to speak of. while this may normally be an advantage, this makes transferal magic nearly impossible; you cannot share your life force with a creature if you have none to speak of.
When a lord is hit for what would normally be 5 damage or under, they will simply not move. When hit for 6+ damage, their 'body' will disappear, leaving only a pile of clothing until they can recover. In this moment, they do not exist, and therefor cannot help their party. After a certain number of rounds, the lord will 'recover' and refill its clothing. Recovery time is determined by 25 - (character strength). Ancient Creature Lords with a strength of 25 do not crumple.
a player may crumple voluntarily to escape a bad situation or annoy an enemy, but they still have to wait their number of rounds before recovering.
Unshakable, Questionable Loyalty
Ancient Creature Lords have one loyalty, and one loyalty only: their creatures. This means their alignment is generally decided by the alignment of their creatures; if the average race views mimics as evil, then the lord is also evil. however, this does not mean they will properly align to the typical ideas of right and wrong; what is best for cows is not always in line with "good", after all.
Above all else, a creature lord wishes to see the world ruled entirely by its own creatures, and will go to the ends of the earth to make this happen.
One Track Mind
Due to being a formless being with no true origin and one goal its entire life, Ancient Creature Lords do not typically make for good companionship. Seduction, Coercion, Fear, and Mind Control can be done, but will suffer a heavy(maximum possible) penalty. It will be difficult for the party to bond with a creature lord, as it simply is not interested in you if you're not one of its creatures.
Limitless
Ancient Creature Lords have no minimum or maximum trait to play. Class Restrictions still apply.
Ageless
Ancient Creature Lords have been here since the beginning, and before, and the end, and 20 minutes ago. They do not age, and they do not die.
Language
Ancient Creature Lords suffer a 1 point penalty to learning any language, but will always start with Common(or the game's equivalent) and the language of their creatures. (if you raise armies of foxes, you can speak to foxes. easy!)
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Posted May 5, 2019wow I want to be one but it is kind of op and unfair
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Posted May 21, 2019In some ways, but in others one hit and he's out of majority of battle. It is a good concept but seems incomplete in some ways. Such as if can't be harmed how is it taking damage to crumple. As they have some pretty sever limits a balance can be found with tweaking from you and your dm. Me andine are changing my next campaigns character to one of these but find some things are needingodificstion to be playable
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Posted May 24, 2019ok
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Posted Feb 17, 2023Definately incomplete, dm and I were gunna try and balance but got side tracked. Would almost be better as a subclass instead of a race. Give pocket dimension take away bodilessness. Need to dig further to balance though