Homebrew Courtier Species Details
The Courtiers are minor manifestations of Entropy and Change, one of the Multiverse's many responses to the growing strength of Mechanus. Courtiers are rare beings, born from Humanoids brushed by the flows of chaos and universal magics, they are akin to their parents species in appearance- but typically with exaggerated proportions ranging from small and rotund to tall and slender. Courtiers they are easily recognizable by their pure-white skin tones accompanied by patches of deep red or jet black in their hair, eyes, fingernails, and other various shifting places dependent on their current Suit; Red for Hearts and Diamonds, Black for Spades and Clubs.
Courtiers age at a similar rate to their parents, although growth seems to be inconsistent and rapid, and they often take up their parents' language. The birth of a Courtier is often heralded as an omen of misfortune in the more superstitious regions, perhaps as punishment from the Gods- but not all are faced with total rejection, finding family through the blood of the covenant or the water of the womb.
The personality of a Courtier undergoes subtle shifts when changing Suits. Hearts often feel heightened passion and affection for themselves and others, Diamonds become more cunning and mischievous, Spades are more direct and motivated, and Clubs have a more protective and calm outlook. While most Courtiers express a different Suit almost daily, some tend to associate more with one or two of the four.
Courtiers tend towards the more Chaotic alignments and live with an ever-present curiosity, often compelled to wander and experience the world in as many ways as possible- rarely feeling comfortable being tied down in any one spot. Most commonly the clever Courtiers are seen as charming performers, lawless rogues, or jolly sightseers, however that mold has been broken many times; the existence of the Courtiers is structured around there always being exceptions to any rule, no matter how well-defined it may appear to be.
Courtier Traits
The whimsical Courtiers have a knack for adapting in ways that are unexpected- even to themselves, and share the following racial traits.Ability Score Increases
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Languages
You can speak, read, and write in Common, and one other language of your choice in accordance with your upbringing. You can also speak, read, and write in Primordial; the language of Entropy and the Elements.
Creature Type
You are a Humanoid
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 ft.
Four Suits
The Courtiers' connection to the universal concept of Change causes them to shift between four states each day. Upon finishing a long rest, roll 1d4, or choose a Suit. The result decides which Suit you will express until the end of your next Long Rest. Your change in Suit alters your appearance and some of your Shuffling Magicks feature, and grants advantage to an associated Charisma-based skill listed on the table below, as your personality and innate magic shifts.
|
Roll 1d4 |
Suit |
|---|---|
|
1 |
Clubs - Persuasion |
|
2 |
Diamonds - Deception |
|
3 |
Hearts - Performance |
|
4 |
Spades - Intimidation |
Shuffling Magicks
Courtiers' inherently magical qualities shine through their current Suit. You gain the ability to cast a Cantrip, a 1st level spell at level 3, and a 2nd level spell at the level 5 relating to which Suit is currently expressed. You can cast each levelled spell once for free per long rest, and with an appropriate spell slot if you have the Spellcasting feature.
|
Suit |
Spells |
|---|---|
|
Clubs |
Guidance, Shield, Aid |
|
Diamonds |
Minor Illusion, Charm Person, Mirror Image |
|
Hearts |
Mending, Cure Wounds, Lesser Restoration |
|
Spades |
Eldritch Blast, Thunderwave, Darkness |
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
All Bets are Off
You invoke a fragment of your power over chance and change, granting yourself advantage on an ability check, attack roll or saving throw. However, your next ability check, attack roll, or saving throw after this is made with disadvantage- as the universal force of Order corrects the imbalance. You can use this feature once per long rest.
Aspect of Chance
Due to your connection to one of the universal forces, you have some innate understanding of magic, the cosmos, and have a hint of luck on your side. You gain proficiency in the Arcana skill and playing cards.
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