Homebrew End Walker Species Details
End Walkers are tall, lanky figures from a place they call, "The End." They describe it as a dark void filled with islands made of yellow stone. Since End Walkers come from this separate realm, they tend to be "curious" about our realm. They are often seen picking up random things like mushrooms and piles of sand just to admire it. However they tend to stray away from water as it burn their skin like potent acid which describes their tendency to live in dryer areas.
End Walkers are a shy and neutral race who mostly stay alone wandering the open world. However respect is what their race is built on. If you treat one respectfully, they will do the same towards you, however looking at an End Walker with a dirty look will send them into a fury. End Walkers have their own language which seems to be a backwards, broken version of common. They are able to speak common besides this.
End Walkers seem to be similar to dragonborn. They have a jet black scaley skin which is a tough as obsidian. They tend to be around 10ft tall and have a figure looking almost like a skeleton. Their eyes are a bright purple and it has been said that staring into one is like looking into an endless magenta void. They have tails around 4ft long and small spikes along their spine. End Walkers appear to have no traditional gender like male and female. Surrounding every End Walker is a mist, the same color of their eyes, that slowly swirls around them and is harmless. Its been said to be very rare but there's a rumor of the existence of albino End Walkers, with pure white skin and bright aquamarine eyes. These rare white End Walkers are said to be 4 times as powerful as the average End Walker.
Despite the name "End Walker," they prefer to use their teleportation rather than their legs. They can travel up to 30ft with their teleportation which can be heard up to 5ft away, making it an excellent tool for sneaking up on people.
Every 100 years or so, a "special" type of End Walker is born, a more draconic End walker. These End walkers have more spikes, wings, and a larger tail. The superior End Walkers are considered royalty and become the new leader once a new one is born. These End Walkers can breathe a purple fire that scorches the ground and leaves a lingering purple fume, which can be bottled and consumed by End Walkers for quick energy boost. They can use their wings to fly a fair distance before they have to land and they are larger than the average End Walker. They can be powered up with special crystals that are etched with strange runes that harness the life force of the End Walkers and turns it into raw power. The superior End Walkers do have one disadvantage which is their inability to teleport like a regular End Walker.
End Walker Traits
End Walkers have many unique traits that benefit them not only in their home realm but in our realm to.Ability Score Increase
You get a +2 in Wisdom and a +1 in dexterity
Alignment
End Walkers are a passive race, most leaning towards neutral alignments
Age
Young End Walkers grow quickly. They start teleporting hours after being born, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 85.
Darkvision
You can see in the dark like its a dim light. You can see up to 60ft Infront of you in the dark. You can't discern color in darkness, only shades of purple.
Languages
End Walkers have their own language which seems to be a backwards, broken version of common called "Ender Tongue." They are able to understand and speak common besides this.
Scary
Your are proficient in Intimidation
Size
End Walkers are taller but skinnier than humans, standing well over 10 feet tall and averaging almost 150 pounds. Your size is Large.
Speed
Your base walking speed is 30 feet.
Teleport
End Walkers can teleport up to 30ft as a bonus action. It can be heard up to 5ft away. It can be used a number of times equal to your Wisdom modifier (minimum 1) before completing a short or long rest
Water Vulnerability
End Walkers do not need to drink and are incredibly frail when it comes to water. Whenever you make contact with water, be it from drinking a glass, falling into a lake, getting caught out in the rain, or what have you, you may use a reaction to expend one use of your Teleportation feature to reach an unoccupied dry space. Otherwise, you take 2d4 acid damage at the start of each of your turns for as long as you maintain contact. This trait does not apply to water vapor or ice
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