Homebrew Ectonurite Species Details
Ectonurites are spectral beings with an ethereal, otherworldly appearance. They hail from dark dimensions and are capable of phasing in and out of the Material Plane, making them elusive and mysterious. Ectonurites typically have a ghostly or shadowy form, and their presence is often accompanied by an eerie and unsettling aura.
These creatures are known for their Charisma and their ability to manipulate the ethereal realm. Despite their spectral nature, Ectonurites are intelligent beings with personalities as diverse as any other race. Some embrace their haunting visage, becoming envoys between planes or agents of the supernatural, while others seek to assimilate into the material world, adopting various disguises to interact with other races.
Ectonurites are often drawn to places steeped in magic or the macabre, finding comfort in the dark and mysterious. Their phasing ability allows them to navigate crowded areas or escape danger by slipping into the ethereal plane. Many Ectonurites become adventurers, driven by a desire to explore the boundaries between worlds and uncover the secrets of the multiverse.
In a party, an Ectonurite brings a unique blend of ethereal abilities and frightful presence. Their phasing and incorporeal nature make them versatile and elusive, while their charisma and frightful gaze can be valuable tools for dealing with both allies and adversaries alike.
Ectonurite Traits
As an Ectonurite, you have the following traitsAbility Score Increase
Your Charisma score increases by 2.
Darkvision
Accustomed to the dark dimensions they often inhabit, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Phasing
As a reaction, you can phase partially out of the Material Plane. Until the start of your next turn, you gain resistance to all damage except force and psychic damage. You can use this feature once, regaining the ability to do so after completing a short or long rest.
Incorporeal Nature
You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Ethereal Form
You can cast the etherealness spell once, regaining the ability to do so after completing a long rest. Charisma is your spellcasting ability for this spell.
Frightful Gaze
You can use your action to force a creature within 30 feet of you to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature is frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a short or long rest.
Languages
You can speak, read, and write Common and Abyssal.
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