Homebrew Soul Monster Species Details

Unorthodox Beginnings 

Soul Monsters are similar to those of normal monsters, however they're made entirely of magic and dust. They tend to from when massive amounts of magic energy settle in one spot for a long period of time. When it comes into contact with some kind of energy, it creates a Soul. Once the soul has gained enough energy, it becomes a living entity, containing a new personality, appearance and Trait. 

After the Soul is formed and solidifies its existence, it creates a body around itself made entirely of magic and dust, becoming a sentient Construct. And thusly, a new creature is born, ready to take on the world however it sees fit. 

 

Powerful Magic

Thanks to their strong magic connections, Soul monsters become natural mages. Their ability to manipulate magic at will without the need for spells also makes them an object of fear for most races, especially humans, as well as targets for mages and darker forces to target them for experiments or manipulation. This has led most Soul monsters to seek refuge in underground caverns rich in magical residue, where they can practice their magic in peace and relative safety. 

Soul Monster Traits

Soul Monsters have a variety of traits that help them to stand out amongst the other already unique races.

Speed

Your base walking speed is 25 feet. 

Ability Score Increase

Gain a +2 bonus to Charisma and Wisdom, and a +1 bonus to a sore of your choice. 

Age

Due to their magical nature, Soul monster are fully matured upon creation, and can live to be 300 years old. Upon reaching this age, they turn to dust. 

Darkvision

With Soul Monsters spending most of their time underground, they have grown accustomed to the darkness. You have Darkvision up to 60 ft. In dim light, you can see up to 40 feet as if it were bright light, and in darkness you can see up to 20 feet as if it were dim light. 

Arcana Proficient

You have proficiency in the Arcana skill 

Feline

Feline Soul monsters are humanoid creatures with catlike appearances and traits. They're faster, more nimble and have better perception than the other types of Soul Monsters, with the added bonus of being able to change into smaller forms. 

Feline Evolution

You gain proficiency in the Perception skill, and you can't be surprised when you are awake. In addition, you gain a plus 1 bonus to Dexterity. 

Speed

Your speed increases to 35 feet. 

Feline Transformation

As an action, you can change your form between the humanoid feline form and a small cat form. You can perform this action twice a day. When you change into your cat form, the following occurs. 

  • Your game statistics are replaced by the statistics of the cat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Fireling

One of the several types of Soul Monsters that can exist are Firelings- pure fire magic. They can control whether or not their fiery forms can ignite objects or creatures, as well as cast some fire-based spells. Firelings, as to be excepted, cannot touch water, but are empowered by fire. 

Fireling Flames

As a fireling, you are made of fiery magic that only burns when you wish it to. You gain the ability to cast the cantrip Firebolt, and can cast it as a bonus action on your turn. 

In addition, you are immune to fire damage, but vulnerable to water and cold damage. 

Size

As a fireling, you can stand up to 6 feet tall. Your size can be small or medium 

Marinian

Born in areas with water, the Marinian monsters are perfectly suited to watery environments, but don't do so well in arid and hotter ones. In addition to being resistant to cold damage, you also gain the ability to swim effectively and breath underwater. 

Watery Evolution

You gain a swimming speed of 25 ft. In addition, you are resistant to cold damage, but vulnerable to fire damage. 

Amphibious

You can breathe both air and water

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