Homebrew Ender/Endermen Species Details
Christmas lights and midnight skies
Ender are one of the most recognizable races in the world. They all share black skin and their eyes are always bright neon, with a wide range of colors and heterochromia being more common than among other species. They tend to be very tall, reaching anywhere between 6 and 8 feet, and very slim and lanky with about 140 to 150 pounds.
Dry isolation
The Ender have perfectly accustomed to a life in the desert and do not leave it behind very often. This has caused them to lose a lot of ties to the outside world, though they have no problem actually communicating with other people as early Ender have stopped using Enderspeak in favor of learning Common. They do not need as much hydration as other species, though they do still need to drink water. They are fully capable of it, as water is only acidic towards their skin and no other body parts. Usually they keep a desert well in the middle of every town and village.
Racial Traits
Your character has the following racial traits.
Ability Score Increase
Your Dexterity increases by 1.
Age
Ender have the same lifespan as humans although they do tend to look younger and mature slower. A 40 year old Ender is visually comparable to a 20 year old human.
Alignment
Ender can be any alignment, usually leaning towards neutral as their isolation gives them little care for the outside world.
Size
Between 6 and 8 feet but usually slender and lanky. Your size is medium
Darkvision
Accustomed to the dark and preferring a nocturnal schedule as well as having naturally bioluminescent eyes, they can see up to 60 feet in dim light as if it were bright light, and darkness as if it were dim light. Their darkvision is slightly tinted with the color of their eyes. Ender with heterochromia usually see the color of their right eye.
Speed
Your base walking speed is 35 feet.
High Armor Class
You have a base AC of 25 or higher. However if a player or a creature fails to hit you and rolls above 5, you will be forced to teleport to avoid the attack and temporarily lose 2AC for every failed hit. Your AC restores after a long rest.
Teleportation
You have a unique ability to teleport without any outside spells or magic. Teleporting can be used instead of movement and only requires the destination to be a free space anywhere within 100 feet. Using this ability will cost -2AC for each teleport. The AC is restored after a long rest.
Acid Water
Due to your build, water is highly acidic towards your skin. You take 1d6 acid damage for every combat turn spent in touch with water and 1d6 acid damage for every 5 seconds spent in contact with water outside combat. Depending on how much water comes in contact with you and in what state, this damage can go down to a 1d4 at minimum and 3d6 at maximum per interval (5 seconds outside and one turn inside combat).
Languages
You can speak, read, and write Common.
Ender/Endermen Traits
Life in the desert and evolution has made the Ender develop several racial raits.Speed
Your base walking speed is 25.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age
Sirens reach maturity around age 15 and can live up to 200 years.
Alignment
Sirens tend to be chaotic neutral, having little care for law or what happens outside their waters.
Size
Sirens are slightly shorter than humans, averaging about five feet tall. Your size is Medium.
Darkvision
Accustomed to life underwater, you have superior vision in dark and dim Conditions. 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.
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Posted Mar 26, 2023Darkvision
Accustomed to life underwater, yo