Homebrew Eldritch Error Species Details
Creation
As the cultist prayed and bowed at the summoning circle in front of them. They all pray for the return of their eldritch overlords, hoping to be given "salvation". The sacrifice in the center is convulsing as eldritch power flows through its body. Its limbs bending, the sounds of bone snapping can be heard, and the bright light of summoning is fading. The candles encircling the victim go dark. The sacrifice stops convulsing, and is still. As the cultists watch, the subject begins to rise, their awe is shown throughout the room. The victim, with its body and limbs changed, roars and begins to massacre the cultist in the room. It then leaves, never to be seen again.
Solitary Creatures
Most Eldritch Errors live alone, attempting to control themselves as they understand what they have become. They mostly reside within forests feasting on the flesh of deer and other creatures. They mostly fear detection by civilization, thinking that they would be hunted and killed without hesitation.
Semi-Sane
Eldritch Errors are always in a constant struggle with their identity and holding onto their constantly shifting sanity. If an Eldritch Error was to regain its sanity fully, it would be at peace with the world, and would become social. Whether they are accepted into society or not.
Carnivorus
Eldritch Errors have a never ending craving for meat and flesh, which allow them to feel a "taste of sanity". Some Eldritch Errors if close to a large city or population, might even become a savage cannibal. Making them truly insane.
Eldritch Error Traits
Your abilites are caused and are shifted by your eldritch insanity.Grip on Sanity
Whenever damage is caused to you, or you are frightened you must attempt to hold onto your sanity. Whenever you take at least 10 hit points worth of damage, (whether you have a resistance or not), you must make a wisdom save of 18 minus your wisdom modifier. If you become frightened, the wisdom save is always 15. If you succeed, you keep yourself sane and cannot be affected by this trait for 1d6 minutes. However, if you fail, you enter a state of insanity that lasts 2 rounds, and the following occurs:
- You cannot speak, any attempt will result in loud screaming, grunting, or screeching.
- You attack the closest target to you, whether they are hostile towards you or not.
- You cannot cast spells.
- All mental saving throws (WIS,CHA,INT) are rolled with disadvantage, all physical saving throws (STR,DEX,CON) are rolled with advantage.
- You gain a +4 to hit and a +2 to damage when using melee during your insanity.
Eldritch Shift
Although you appear to be a larger person, you have a hidden appendage that you can call upon. As a bonus action, you can change your left or right arm into a large tentacle, and you can suppress it with a bonus action as well. The tentacle deals 1d6 bludgeoning damage plus your strength modifier.
Beastly Stature
Due to your eldritch power, your have become strong in order to survive. Your size counts as large when calculating lifting, pushing, and carrying capacity. Your gain a +2 to Strength, and one other ability score increases by 1.