Homebrew Decievers Species Details

 

Deceivers (Mimic Race)

Deceivers are a rare and enigmatic race known for their unique shapeshifting abilities. Their natural form is humanoid but distinctly non-human, with tough, leathery or bark-like skin often in shades of grey or brown, and uniformly colored eyes without visible pupils. These features give them an alien, somewhat unsettling appearance. However, their most remarkable trait is their ability to mimic inanimate objects, a skill they use to hide, gather information, or lay ambushes.

Racial Traits

  • Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
  • Age: Deceivers mature by the age of 20 and can live up to 200 years.
  • Alignment: Most Deceivers have a neutral alignment, adapting to their surroundings and circumstances.
  • Size: Medium. Deceivers match humans in size and build.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can speak, read, and write Common and one other language of your choice.
  • Object Camouflage: As an action, you can change your appearance to mimic an object of similar size. While in this form, you gain advantage on Stealth checks to hide.
  • Adhesive: In your natural form, you can choose to adhere to objects you touch, granting you advantage on checks to resist being moved or knocked prone. Additionally, when you are in object form, a creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or become stuck to you. A creature stuck to you in this way is grappled by you (escape DC equals your adhesive save DC). Until the grapple ends, the creature is restrained, and you can't use your adhesive on another creature.
  • Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Natural Resilience: You have resistance to acid damage.

Cultural Background

The Deceivers are a unique race born from the realm of magic and mystery. Originally, they were ordinary mimics, creatures known for their shape-shifting abilities and predatory nature. However, through a twist of arcane fate, these mimics evolved into sentient beings. This transformation could have several origins, one of which involves a mimic consuming a sorcerer or other magical entity, thereby absorbing part of its essence and consciousness. Other tales speak of mimics being exposed to potent magical artifacts or areas suffused with raw magical energy, sparking their awakening to sentience.

This newfound intelligence brought with it a sense of self and a burgeoning curiosity about the world around them. As sentient beings, Deceivers possess memories of their time as simple mimics, which influences their behavior and outlook on life. They are often cautious and secretive, yet deeply fascinated by magical items and the arcane arts. Their communities, hidden away from prying eyes, are eclectic collections of objects and knowledge amassed over lifetimes of curiosity and exploration.

Their transformation from ordinary mimics into sentient Deceivers is a subject of great interest to them, and many spend their lives seeking to understand the magical forces that gave them consciousness. This quest for knowledge often leads them to adventure, seeking out magical phenomena, ancient artifacts, and forgotten lore that might shed light on their origins.

 

Decievers Traits

Imbued with unique abilities stemming from their mystical origins, Deceivers possess a set of racial traits that reflect their adaptability, magical nature, and the remnants of their mimic heritage.

Ability Score Increase

Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age

Deceivers mature by the age of 20 and can live up to 200 years.

Size

Medium. Deceivers match humans in size and build.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.

Object Camouflage

As an action, you can change your appearance to mimic an object of similar size. While in this form, you gain advantage on Stealth checks to hide.

Adhesive

In your natural form, you can choose to adhere to objects you touch, granting you advantage on checks to resist being moved or knocked prone. Additionally, when you are in object form, a creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or become stuck to you. A creature stuck to you in this way is grappled by you (escape DC equals your adhesive save DC). Until the grapple ends, the creature is restrained, and you can't use your adhesive on another creature.

Natural Resilience

Natural Resilience: You have resistance to acid damage.