Homebrew Chaosborn Species Details

Chaosborn Race

Description: Chaosborn are the offspring of a tumultuous mix of demonic, fey, eldritch, and other supernatural lineages. These beings are born from a confluence of powerful magical influences, making them exceptionally rare and unpredictable. Their very existence defies conventional categorization, embodying the chaos from which they originate. Chaosborn often navigate a world that is as uncertain and varied as their own nature, grappling with the disparate elements that make up their being. Their chaotic heritage grants them an array of formidable abilities, though it also brings unique vulnerabilities and challenges. Additionally, Chaosborn have an innate ability to channel energies from various planes of existence, including the Feywild, the Abyss, the Shadowfell, and the Elemental Planes, further enhancing their unpredictability and power.

Ability Score Increase:

  • Increase one ability score by 2 and another by 1, or increase three different ability scores by 1.

Age:

  • Chaosborn mature at the same rate as humans until about 25 years old. Afterward, they age one year for every eight years and around 195 years old, most Chaosborn experience rapid aging, looking around 60, and within a month, they appear up to 80 years old. They often reach up to 200 years due to their mixed heritage.

Alignment:

  • Chaosborn tend towards chaotic alignments due to their diverse and conflicting backgrounds, but individuals can be of any alignment.

Size:

  • Chaosborn are medium, standing between 4 and 6 feet tall.

Speed:

  • Your base walking speed is 35 feet due to Elven Agility.

Features:

Darkvision:

  • Thanks to your demonic and fey ancestry, 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.

Infernal Legacy:

  • You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fey Ancestry:

  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Eldritch Influence:

  • You know the Eldritch Blast cantrip. When you reach 3rd level, you can cast the Arms of Hadar spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Vampiric Bite:

  • Your fanged bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal necrotic damage equal to 1d6 + your Constitution modifier, and you regain hit points equal to the necrotic damage dealt. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Relentless Endurance:

  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Mixed Heritage:

  • Choose one of the following additional traits reflecting your diverse heritage:
    • Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
    • Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Elven Agility: Your base walking speed increases to 35 feet.
    • Fey Step: As a bonus action, you can magically teleport to any location on any plane, but the destination is random unless you roll a natural 20. Once you use this trait, you can’t use it again until you finish a short or long rest.

Elemental Resistances and Weaknesses:

  • You have resistance to fire and poison damage.
  • You are vulnerable to radiant damage.

Fey Wild Magic:

  • You can tap into the chaotic magic of the Feywild, causing a random magical event to occur. This ability can be used an unlimited number of times, but the outcome is entirely up to the DM and can range from beneficial to detrimental. Roll a d100 and consult with your DM for possible effects each time you use this ability.

Languages:

  • You can speak, read, and write Common and Infernal. Additionally, you know one extra language of your choice (such as Elvish, Dwarvish, Gnomish, or Sylvan).

Appearance:

Chaosborn have a varied and unique appearance, often displaying traits from their mixed heritage:

  • Skin: Their skin can range from typical human tones to more exotic shades like ashen gray, deep red, or even a greenish hue. Some Chaosborn have intricate patterns or markings on their skin that glow faintly in the dark, reflecting their magical heritage.
  • Eyes: Chaosborn eyes can be any color, often with unusual features such as glowing irises, slitted pupils, or multi-colored swirls. Some have one eye of a different color than the other.
  • Hair: Their hair is typically dark but can include unusual colors such as silver, white, emerald green, or deep blue. It can also have an ethereal, shimmering quality, especially under moonlight or magical lighting.
  • Other Features: They may have small horns of various shapes and sizes, pointed ears, and fangs or tusks. Some Chaosborn have subtle scales, feathers, or other unique features that hint at their diverse lineage. Their fingers might end in sharp claws, and their limbs can have an otherworldly grace or strength. Additionally, Chaosborn might possess extra limbs, tails, wings, or animalistic limbs such as claws or hooves, further reflecting their chaotic and multifaceted origins. These physical manifestations are not merely aesthetic but often serve as conduits for the chaotic energies they can channel from the various planes of existence, including the Feywild, the Abyss, the Shadowfell, and the Elemental Planes.

Chaosborn Traits

Ability Score Increase2 and 1 or 1 1 and 1 Age 200 average Alignment chaotic Size medium small Speed 35ft Darkvision 60m Infernal Legacy Fey Ancestry Eldritch Influence Vampiric Bite Relentless Endurance Mixed Heritage Elemental Resistances and Weaknesses Fire res Poison Res Radiant Weak Fey Wild Magic Languages Common Infernal and Sylvan

Chaosborn Basic Scores

  • Ability Score Increase: Increase one ability score by 2 and another by 1, or increase three different ability scores by 1.
  • Age: Mature at the same rate as humans until 25, then age one year for every eight years, rapidly aging around 195 years old. Lifespan up to 200 years.
  • Alignment: Tend towards chaotic alignments, but can be of any alignment.
  • Size: Medium, standing between 4 and 6 feet tall.
  • Speed: Base walking speed is 35 feet.

Infernal Legacy

  • Infernal Legacy:
    • Know the Thaumaturgy cantrip.
    • At 3rd level, can cast Hellish Rebuke once per long rest.
    • At 5th level, can cast Darkness once per long rest.
    • Charisma is the spellcasting ability for these spells.

Eldritch Influence

    • Know the Eldritch Blast cantrip.
    • At 3rd level, can cast Arms of Hadar once per long rest.
    • At 5th level, can cast Invisibility once per long rest.
    • Charisma is the spellcasting ability for these spells.

 

Fey Ancestry

Fey Wild Magic:

  • You can tap into the chaotic magic of the Feywild, causing a random magical event to occur. This ability can be used an unlimited number of times, but the outcome is entirely up to the DM and can range from beneficial to detrimental. Roll a d100 and consult with your DM for possible effects each time you use this ability.
  • Fey Step: As a bonus action, you can magically teleport to any location on any plane, but the destination is random unless you roll a natural 20. Once you use this trait, you can’t use it again until you finish a short or long rest.

Vampiric Bite:

  • Your fanged bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal necrotic damage equal to 1d6 + your Constitution modifier, and you regain hit points equal to the necrotic damage dealt. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Advantage on saving throws against being charmed, and magic can’t put you to sleep.

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