Homebrew Achtsamkeit Species Details

(Quick add on, realised i forgot to tell you how much hp you have, well it's 10 + constitution starting off)

Names


 

Despite not speaking their languages, their species has roots in Japan, Germany and Iraq. Thus, their names are typically translated into one of those 3 languages (Japanese, German and Arabic).

 

History


 

Originating from Germany, these horrbly deformed creatures have spent millions of years underneath the earth inside damp, water filled cave systems. Due to the lack of light inside of their natural habitat they had no need for their eyes. They underwent horrible de-evolution and lost their eyes and in turn sight, though in exchange for their sight, they instead evolved incredible senses. These senses include hearing, being able to feel the vibrations of the movement of animals, fish and other creatures, as well as a sort of minds eye. This "eye" is similar to when you see an object or a room, you close your eyes and you're still able to see the outline of objects if you concentrate, but to a massive degree. This minds eye of theirs, also grants them slight psychic abilities that only get stronger as they do. They are able to sense the life force itself of living beings ontop of hearing them and feeling the vibrations of their movements. Ontop of all of this, they have evolved an incredible apptitude for swimming due to living in water filled caves for so long, having a massive swim speed of 30F.

Social


 

They are naturally peaceful creatures, disliking conflict with sentient life. They have been seperated from humanity and other species for so long but due to this, they have become slightly afraid of all life that they are not currently aware of (this will mean they roll a disadvantage of fear saves). Despite their fear and peaceful nature, though, they will attempt to get along with even the most evil creatures if possible, seeing the good in all beings. They will be either good or lawful good.

 

 Languages


 

Sort of like the Aboleth, these creatures are amphibious, they have also spent most of their existance underground. Because of this, they have began to communicate in Deep Speech.

(TL;DR, their languages include Deep Speech and whatever other language you want)

 

Age/Life cycle

They are created much like fish or reptiles. Their mothers find warm, wet places to lay their eggs and wait for them to hatch. Once these creatures hatch, they are huntch back, frail, dog like creatures with four legs, extremely sharp teeth and a wide torso. They still do not have any defining features, though. Lacking eyes, ears a nose and everything else that defines a creature. They continue into the nearest large amount of water which they live in for the foreseeable future. After 5 years, they finally come back onto the land. Now having gained their gray skinned, soft, frail humanoid body. They lack eyes, ears and a nose, they posess 3 sets of razor sharp teeth continuing down their mouth with a set in the aesophogus. They typically stand anywhere between 6 foot and 7 foot tall, though, they lack much muscle despite their paranormal strength. They have long, lankey bodies with thin, skeleton like features on the body. Much like a starved human. Their arms lack much, if any muscle at all, their legs are slightly bigger though, having toned, defined muscle on them. Their torso makes them look incredibly malnourished, their ribs clearly showing above a hollow, skinny gut. Their head is quite large compared to their body, it lacks eyes, a nose, ears or any sort of hair. They have small mouths with can be stretched to up to 6 times its normal size, much like how a snake can un-hinge its jaw to swallow bigger prey, this is the same concept. After they leave the water and have continued onto land, they find the rest of their species, where they learn to talk, use their abilities and be civilized. Once they reach adulthood, they don't look much different except for the fact they have gained a bit of muscle mass, filling out their hollow body a little bit. They also get the option to choose what they would like to do - leave the cave and persue a life of greater knowledge and adventure, or teach the young and breed to further your species. It is very rare that they will leave the solitude of their cave, however. Rare enough to a point that they are an entirely un-known species. They typically end up living till around 115-130 years of age if they stay inside of their caves, but in the outside world, they end up living till around 80-100 years of age.

 

Cons

The only way you can see anything is by sensing and hearing them as previously explained, this means you are not able to read.

Roll disadvantage checks in charisma saving throws and fear saving throws.

You will not be trusted due to you being of an unknown race and having a bizzare appearence.

 

Achtsamkeit Traits

Achtsamkeit traits

Amphibian

You are able to both breathe on land and in any sort of water than contains oxygen. You also posess an incredible apptitude for swimming, having a swim speed of 35.

Psychic barrier

Posessing incredible psychic talents, you have a constant psychic barrier up. This protects your weak flesh from all manner of damage. This reduces all magical damage by 5 points and makes your AC 12 + intelligence modifier. (This means no armour)

Psychic lift

You are able to lift both objects, and creatures with your abilities. You can naturally lift 50 lbs of weight at level 1, at level 2 it increases to 100. The rest of the numbers are below.

(1 = 70 LBS. 2 = 100 LBS. 4 =150 LBS. 5 = 200 LBS. 10 = 250 LBS. 14 = 350LBS. 19 = 400 LBS. 20 = 500LBS.)
If you lift a creature into the air, it becomes unable to move or attack anybody out of its reach. For the creature to escape, it must make a strength check against an intelligence check of yours. You are also able to disarm opponents using this, the same principle applies, a strength check against your intelligence check. (They will have an advantage on the strength check if you are pulling the weapon from their grip). (You can only lift 1 opponent at a time, it also requires concentration whilst lifting something. This means you can't attack with anything else other than the "Psychic warrior" trait).

Psychic warrior

You are able to hold weapons using your psychic ability (you are only able to hold 1 at a time untill you reach level 5, then you can wield 2 but no more, no matter your level.) and move the weapons away from you, attacking with them far outside of your usual hit range. The range you can hit from is decided by your intelligence modifier.

If you choose to wield 2 weapons with this ability, your range goes down by 5 feet due to the concentration it requires. You are also not able to hold 2 two-handed weapons at a time, only 1 two-handed, or 2 one-handed weapons with this ability.

(Anything in the negative range isn't able to use this ability, +1 = 5 foot, +3 = 10, + 7 = 15, +10 = 20).

 You are only able to pick up weapons equal to how many pounds you can pick up with your "Psychic lift" ability.

You are also able to use both of these abilities at once.

Ability score increase

You get a +2 to strength and a +2 to intelligence.

Psychics sense

You cannot see but you can feel, you can hear. Your senses are incredible, good enough to have better "sight" than most being that actually have eyes. You are able to hear creatures from up to 40 feet away, you can feel the vibrations from them from 30 feet away. This makes it so even the darkest caves do nothing to this amazing creature. Ontop of this, its "Mind eye" allows it to see the environment and the outline of living beings 30 foot in every direction, sort of like a dome. (These incredible senses gives it an advantage on all perception rolls within its range of view, ontop of having a +2 to natural perception).

 

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