Homebrew Dheama Species Details
Culture is a difficult thing to quantify. They are each profound and important. The differences between the Cultures of the Dheama are something to discuss with your Dungeon Master but if you are curious and want to do a drawing, there is a table below.
The Dheama tend to keep to themselves but many are renowned for seeking out adventure in the surrounding world!
Dheama Cultural Drawing
| d4 | DHEAMA CULTURE |
|---|---|
| 1 | You are of the Fowl (Avian) culture |
| 2 | You are of the Moth culture |
| 3 | You are of the Bat culture |
| 4 | You are of the Butterfly culture |
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Trouble Flying
Learning to fly is a difficult task, even for with someone with wings! You were not born with your wings; you earned them. And as such, you need to learn how to fly! Until you are level 10, you will have an issue flying and should
Flight Learning Characteristics
| D8 | BABY STEPS |
|---|---|
| 1 | You fly straight up using all of your flight speed in one go, only to nose dive and crash down in a never ending spiral. You lose 1d6 HP and cannot fly again until you take a Short or Long Rest. |
| 2 | You fly perfectly fine! Good job! |
| 3 | As you are flying, you are smacked by a bird that is already flying. Your flight is halved until you take a Short or Long Rest. |
| 4 | While you were sleeping, a spider wrapped its web around one of your wings! Your flight is reduced by 5 feet until you take a Short or Long Rest. |
| 5 | The boons of nature are impowering you today! You gain 5 temporary hit points as a result. |
| 6 | The overwhelming presence of nature (or the lack thereof) is becoming a lot for you at the moment. You cannot fly as a result until you take a Short or Long Rest. |
| 7 | Flying takes a lot out of a person! If you use all your flight speed in one go, you cannot use it again until you take a Short or Long Rest. |
| 8 | Nature smiles upon you today! You gain an extra 5 feet of flying speed for the next 10 minutes. |
Dheama Traits
As a dheama, you have the following racial traits.Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Frugivory Resistance
You have resistance to poison damage.
Orchardist's Bounty
You know the Druidcraft cantrip. Wisdom is your spellcasting ability for it.
Flight
Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.
Spiritual Entwinement
When you reach 3rd level, choose one of the revelation options below. Thereafter, you gain the boons of your ancestry which can be seen below:
Bat. Your eyes change in color from their prominent color to a more dull and grayish color. Your pupils go from their traditional round shape to straight slits. Your ears also sharpen like that of the elven and fey races. You see greater in total darkness.
Butterfly. The antennae you have had since birth grow in size as you gain your magical, natural wings. Suddenly you can feel more and see more without having your eyes lock onto anything at all and your attunement with nature becomes unmatched. So much so that you can feel the earth around you and gain a sense about your surroundings that few other races ever hold. You gain tremorsense and a little extra luck.
Fowl. You were born among the Avian Dheama and have always seen the adults in your tribe strut with their affluent and beautiful wings. As a result of your newfound wings, you can increased flight speed and can at a much greater reach than all other dheama. You are also handy in a pinch with snacks, you come equipped with the Goodberry.
Moth. In your youth you have always found yourself attracted to lights and have always wished to harness their attractiveness. As a result to your furthered attunement with nature, you have gained the ability to cast the Light cantrip at will as well as the Fire Bolt cantrip. Wisdom is your modifier for these spells.
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