Homebrew BeetleJuice Species Details

Bloodline Origins: Beetlejuice beings are thought to originate from the ethereal plane, a realm of spirits and echoes. Their ancestry is a blend of chaotic entities, mischievous spirits, and ghostly apparitions, resulting in a race that embodies unpredictability and whimsy. Legends say that those who succumb to the allure of chaos during their mortal lives may be reborn as Beetlejuice beings, bound to the realms of the living and the dead.

Description: Beetlejuice beings possess a distinctive and unsettling appearance. They typically have pallid skin, sunken eyes that shimmer with otherworldly light, and wild, disheveled hair that seems to defy gravity. Their clothing is often tattered and mismatched, reflecting their chaotic nature. While they can change shape to blend in with the living, their true form exudes an aura of ethereal mystery, making them instantly recognizable to those who encounter them.

Behavioral Traits: Beetlejuice beings are known for their playful yet unpredictable demeanor. They thrive on chaos and enjoy bending the rules, often engaging in mischief for amusement. With a keen sense of humor, they love to play tricks on both allies and enemies alike. Despite their chaotic nature, they are fiercely loyal to those they consider friends, using their powers to protect and confound threats. Their love for the strange and bizarre often leads them to seek out the unusual, making them drawn to adventures that promise excitement and danger.

In summary, Beetlejuice beings are captivating, chaotic entities that blend humor with unpredictability, making them both intriguing companions and formidable foes in any quest.

BeetleJuice Traits

Beetlejuice beings are mischievous and spectral entities from the ethereal plane, known for their charm and chaotic nature. With abilities like shapeshifting, moving through solid objects, and beguiling others, they thrive on confusion and intrigue. These tricksters are masters of deception, making them captivating allies and formidable foes in any adventure.

Ability Score Increase

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

Age

beetlejuice's mature at the same rate as humans but live up to 1000 years old and are only considered "old" at around 900 years old.

Size

beetlejuice's are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, 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.

Hellish Resistance

You have resistance to fire damage.

Infernal Legacy

You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Etherealness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a short 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 short rest. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write in any language.

shapechanger

You can use an action to magically transform into a humanoid you have seen, or back into your true form. You can stay in the new form for up to 1 hour. You revert to your true form if you die. Once you use this feature, you can’t use it again until you finish a short rest.

mischief maker

You have proficiency in the Deception and Performance skills. You also have advantage on saving throws against being charmed or frightened.

Incorporeal Movement

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.

 

shadow stealth

You can attempt to hide even when you are only lightly obscured by dim light or darkness.

haunting melody

You can cast Minor Illusion at will. When you reach 3rd level, you can cast Silent Image once per day. Charisma is your spellcasting ability for these spells.

poltergeist

You can use an action to telekinetically manipulate objects within 30 feet of you, as if using the Mage Hand cantrip. However, the hand is invisible and can carry up to 20 pounds. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.

Eerie Whispers

You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but it must be able to understand at least one language. You can use this whenever.

BeetleJuice BeetleJuice BeetleJuice

whenever a creature says "BeetleJuice BeetleJuice BeetleJuice" in common BeetleJuice is instantly transported to that location

blink step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't use it again until you finish a short or long rest. Starting at 5th level, you can use this trait twice between rests, and starting at 11th level, you can use it three times between rests.

keen mind

You have advantage on Intelligence (Investigation) checks and can perfectly recall anything you have seen or heard within the past month.

Ethereal Gateway

As an action, you can create a doorway to the Ethereal Plane in an unoccupied space within 5 feet of you. This doorway lasts for 1 minute, during which time you and any creature you designate can use it to step into the Ethereal Plane or return to the Material Plane. You can remain in the Ethereal Plane for as long as you wish. Once you use this trait, you can't create another doorway until you finish a long rest.

 

voice mimicry

You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

self levitation

As a bonus action, you can cast the levitate spell on yourself without requiring material components. Once you use this trait, you can't use it again until you finish a short or long rest.

 

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