Homebrew Sphinx Race-Class Species Details

[This race is designed to be standalone, and should not benefit from an additional class.]

"As I lay there, guarding the entrance to that labyrinth as I had for the prior three hundred years, I began to think. After all so much time with none to converse with, I had become restless and craved new and interesting things to satisfy my intellect. I knew knew that I was breaking a promise and the sacrifice that would come with it. I felt my power leave me as I walked away, stripped of everything I had gained for breaking a fundamental law of my being. I remember thinking to myself, 'it will all be worth it in the end,' as I returned to the form of a kit once again."

Sphinx are creatures of puzzles and riddles. Born of the deserts of the world, they tend to guard ancient tombs or priceless knowledge. With lithe bodies of cats and humanoid heads, these creatures come in a plethora of shapes and sizes, but the one uniting feature of all of them is their cunning intellect and their endless curiosity borne from it. 

A Unique Presence

Sphinx look very much like cats standing on four paws, with a more humanoid head. Some will often have have wings or a mane, but they can vary tremendously. When they have become fully mature, they can dwarf humanoid races in size, standing at well over 20 feet tall, though the younger among them stand about the same height as a human, with adolescents matching neatly with centaurs in proportion.  They typically have an oddly stocky and muscular build versus the cats they are so often compared to. Their paws wield powerful, feline claws empowered with the magic inherent to their existence. 

Most sphinx are of a neutral alignment, tending towards their own interests and gathering knowledge while taunting others with impossible riddles. A couple of specific varieties have the tendency to act more openly however, with androsphinx being known for their good nature, while hieracosphinx are inherently evil.

Inquisitive Nature

To any sphinx, mystery and learning tend to take the forefront of their lives. They then tend to use that knowledge to trick and gamble with the mortal races, often becoming bound to guard a location upon losing to a particularly worthy opponent . Each sphinx is bound by its word, a code of honor enforced by their very being. However, this doesn't stop them from using technicalities and implication to skirt around or out of deals, making them oddly excellent infernal contract consultants.

A mystery to most scholars, sphinx actually reproduce like most other races. While incredibly rare, on the order of hundreds if not thousands of years between children, it is known to occur and young sphinx typically end up much more active in their environment as they learn more about the world they have been born into. Other times, a sphinx who breaks a promise may be drained of their strength and revert back to the form of a young sphinx. They retain their knowledge, but must spend time adjusting and healing their fractured soul to regain the power they once had. 

Though all sphinx are borne of similar magics, they vary in the forms in which it manifests. They tend to either be tied closer to arcane magic or divine, though don't think that because they prefer one they are totally incapable of the other. They recognize that all knowledge is helpful in difficult situations, after all. But that doesn't change the fact that their talents lead to an inevitable level of specialization towards one methodology or the other.

Sphinx Names

Sphinx have personal names given at birth, but many choose to adopt an epithet that describes themselves later in life. The epithet might recall an event or center on a habit.

Male Names: Darhiti, Adekari, Psanaton, Sotender, Trimorus, Lotrios, Vajameyu, Suvatavid, Briromen, Himuiriku, Mastuliya, Tarpash

Female Names: Anbah, Salanefer, Maakarama, Diondra, Leadora, Harine, Kampali, Ghoshana, Urmivaka, Wayara, Tatuhepa, Kabat

Epithets: the Wise, the Mighty, Bringer of Light, Fleetpaw, the Glorious 

"I had never seen a sphinx in my life, let alone a little one. Heck, I didn't even believe they existed at the time. Then one trapsed into my fields, ate my goat, and when I tried to scare it away it started trying to ask me riddles."

— An Unknown Farmer on his Sphinx Encounter

 

[This race is designed to be standalone, and should not benefit from an additional class.]

[Racial Traits are at the bottom out of necessity for formatting reasons]

The Sphinx Table

Level

Proficiency
Bonus

Features

Riddles
Known

Cantrips
Known

—Spell Slots per Spell Level—

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Spellcasting, Riddles

1

3

2

2nd

+2

Sphinx's Roar

1

3

3

3rd

+2

Expertise

1

3

3

2

4th

+2

Ability Score Improvement

2

4

3

2

5th

+3

Natural Abilities Improvement

2

4

3

2

6th

+3

2

4

3

2

1

7th

+3

Extra Attack

2

4

3

2

2

8th

+3

Ability Score Improvement

3

4

3

3

2

9th

+4

3

4

3

3

2

1

10th

+4

Magical Secrets

3

4

3

3

3

1

11th

+4

Natural Abilities Improvement

3

4

3

3

3

2

1

12th

+4

Ability Score Improvement

4

5

3

3

3

2

2

13th

+5

4

5

3

3

3

2

2

1

14th

+5

Legendary Reaction

4

5

3

3

3

2

2

1

15th

+5

5

5

3

3

3

2

2

1

1

16th

+5

Ability Score Improvement

5

5

3

3

3

2

2

1

1

17th

+6

Natural Abilities Improvement

5

5

3

3

3

2

2

1

1

18th

+6

5

5

3

3

3

2

2

1

1

1

19th

+6

Ability Score Improvement

5

5

3

3

3

2

2

1

1

1

20th

+6

Master of Secrets

5

5

3

3

3

2

2

1

1

1

Class Features

As a sphinx, you gain the following class features.

Hit Points

Hit Dice: 1d10 per sphinx level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sphinx level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose any three skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar’s pack or (b) an explorer’s pack
  • a sphinx saddlebag

 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spellcasting

As a student of arcane or divine magic, you have a repertoire containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard and cleric spell lists.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard or cleric spell list (depending on your Magical Disposition). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sphinx Table.

Spell Repertoire

Unlike wizards, you do not need a physical book to store your spells, but you do still learn and prepare spells similarly. At 1st level, you have a spellbook containing six 1st-level wizard or cleric spells (depending on your Magical Disposition) of your choice. Your repertoire is the repository of the spells you know, except your cantrips, which are always fixed and ready in your mind.

Preparing and Casting Spells

The Sphinx Table shows how many spell slots you have to cast your sphinx spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of sphinx spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your spellcasting modifier + your sphinx level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level sphinx, you have four 1st-level and two 2nd-level spell slots. With a spellcasting score of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your repertoire. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of sphinx spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence or Wisdom is your spellcasting ability for your sphinx spells, depending on your Magical Disposition. You use the corresponding score whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting modifier when setting the saving throw DC for a sphinx spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting  modifier

Ritual Casting

You can cast a sphinx spell as a ritual if that spell has the ritual tag and you have the spell in your repertoire. You don’t need to have the spell prepared.

Spellcasting Focus

As a magical creature, you do not require a spellcasting focus for your sphinx spells.

Learning Spells of 1st Level and Higher

Each time you gain a sphinx level, you can add two spells of your choice to your repertoire for free. Each of these spells must be of a level for which you have spell slots, as shown on the Sphinx Table and must be on the spell list corresponding to your Magical Disposition. On your adventures, you might find other spells that you can add to your repertoire  (see the “Your Repertoire” sidebar).

 

Riddles

Riddles are in your nature. In your experience of the world, you have learned or come up with intricate and unfathomable puzzles through which you can channel your innate magic.

At 1st level, you gain one riddle of your choice. Your riddle options are detailed at the end of the class description. When you gain certain sphinx levels, you gain additional riddles of your choice, as shown in the Riddles Known column of the Sphinx Table.

Additionally, when you gain a level in this class, you can choose one of the riddles you know and replace it with another riddle that you could learn at that level.

If a riddle has prerequisites, you must meet them to learn it. You can learn the riddle at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Sphinx's Roar

The roar of the sphinx is famously dangerous, and for a reason. Starting at 2nd level you gain access to the Roar action.

Roar (3/Day). You emit a magical roar. Each time you roar before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each hostile creature within 500 feet of you and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a Wisdom saving throw against your spell save DC is frightened for 1 round. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The duration increases to two rounds at 5th level, four rounds at 11th level, and to a minute at 17th level.

Second Roar. Each creature that fails a Wisdom saving throw against your spell save DC is deafened and frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The duration increases to two rounds at 5th level, four rounds at 11th level, and to a minute at 17th level.

Third Roar. Each creature makes a Constitution saving throw against your spell save DC. On a failed save, a creature takes 11 (2d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. The damage increases to 4d10 at 5th level, to 6d10 at 11th level, and to 8d10 at 17th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your riddles in place of one of those attacks.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Sphinx Table, or a cantrip.

The chosen spells count as sphinx spells for you and are added to your repertoire.

Legendary Reaction

You can spend your reaction at the end of another creature's turn to take one of the following actions.

Claw Attack (Recharge 5-6). You make one unarmed attack.

Teleport. You magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. You cannot use your legendary reaction again until you take a short rest.

Cast a Spell. You cast a spell from your list of prepared spells, using a spell slot as normal. You cannot use your legendary reaction again until you take a long rest.

Master of Secrets

By 20th level, you have gone further than simply plundering magical knowledge from other disciplines, you have learned how they work and can use them freely. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Sphinx Table, or a cantrip.

The chosen spells count as sphinx spells for you and are added to your repertoire.

In addition, you may learn spells from spell scrolls even if they are not on the spell list matching your Magical Disposition, and those spells count as sphinx spells for you.

Riddles

Riddles can only affect a creature if it is able to hear you. In addition to the riddles below, you may encounter riddles in your adventures which you can add to your list of learnable riddles. For instance, an ancient, unsolved puzzle in a dungeon, or a sage's final unanswerable query. 

Spellbreaking Riddle

 Prerequisite: 8th level

You word a riddle to conflict with the casting of a spell. When a creature within 60 feet of you attempts to cast a spell, you can spend your reaction to force it to make an intelligence saving throw against your spell save DC. On a failure, their spell is countered and the slot is still expended as though it had been cast. The creature cannot be affected by Spellbreaking Riddle again for the next day. 

Reactive Riddle

 Prerequisite: 8th level

You pose a riddle related to an action someone is in the middle of, attempting to disrupt what they are doing. When a creature within 60ft succeeds an attack roll, an ability check, or a saving throw, you can spend your reaction to force the the triggering creature to reroll the d20 and use the lower roll. The creature cannot be affected again by Reactive Riddle for the next minute.

Painful Riddle

You pose a riddle so convoluted that it is physically painful to consider. Choose a creature that you can see within 60ft, the target must succeed on an Intelligence saving throw or take 2d6 psychic damage and have disadvantage on its next attack roll or saving throw.

Gambling Riddle

You pose a riddle with agreed upon stakes, such as letting someone past you into a tomb you guard. Choose a willing creature that can hear you, you can make a Deception check with advantage contested by the target's History check. The outcome follows the agreed upon stakes, and both you and them are bound to keep your end of the bargain as though by Promise-Bond, even if they are not a sphinx.

Taunting Riddle

You can spend an action to pose a riddle so simple it's insulting. Choose a creature that you can see within 60ft, the target must fail on an Intelligence saving throw or have disadvantage on any attack roll that doesn’t target you for the next minute. The creature cannot be affected again by taunting riddle for the next hour. 

Ethical Riddle

You can use a riddle to potentially convince a creature to question its allegiance. If you spend at least one minute talking with a creature, you can make a Persuasion check contested by the target's Insight check. On a success, if the target would have been hostile, they will instead not join fights against you, if the target would have been neutral, they will instead aid you in conflict. On a critical success, if the target would have been hostile, they will instead aid you in conflict. Once you have used Ethical Riddle on a creature, it becomes immune to the effects of Ethical Riddle. Some creatures may be immune to Ethical Riddle.

Confounding Riddle

You can spend an action to pose a fake riddle. Choose a creature that you can see within 60ft, the target must succeed on a Wisdom saving throw or be affected as though by the Confusion spell until your next turn. Regardless of whether the target succeeds or fails, it cannot be affected by your Confounding Riddle again for 1 hour. 

Maze Riddle

 Prerequisite: 16th level

You spend an action to cast a creature that you can see within 60ft into a labyrinthine demiplane similar to the maze spell. The target is trapped in the demiplane for a number of rounds equal to the difference between your intelligence and the target's (minimum of one round). You cannot use Maze Riddle again until you have taken a long rest.

Sphinx Race-Class Traits

Your sphinx heritage manifests in a variety of traits you share with other sphinx.

Magical Disposition

When you create your character, choose Divine or Arcane.

Divine. Your primary ability score increase of 2 is in Wisdom, your spellcasting uses your Wisdom score, and when you gain spells from leveling up, you select from the Cleric spell list.

Arcane. Your primary ability score increase of 2 is in Intelligence, your spellcasting uses your Intelligence score, and when you gain spells from leveling up, you select from the Wizard spell list.

Ability Score Increase

Your chosen spellcasting score increases by 2, and the other score between Intelligence and Wisdom increases by 1.

Languages

You can speak, read, and write Common and Sphinx. Sphinx is a strange language spoken by very few outside of your own kind. The language is similar to the mewing of cats, but sounds nearly like a roar to most other creatures and is much more varied with numerous nonverbal sounds such as growling or purring.

Age

Young sphinx grow incredibly slowly unless they actively seek knowledge and experience. They practically feed on their experiences to grow in both size and might. While theoretically timeless, many sphinx die of an unfortunate end at the hands of adventurers, treasure seekers, or even exceptionally well armed poachers. 

Size

Fully grown sphinx are tall and regal, but young sphinx stand shoulder to shoulder with humans at around 5-6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet. Your young wings are not yet strong enough to lift you.

At 5th level, you gain a flight speed of 10 feet, and at 11th level, your flight speed increases to your walking speed plus 10 feet. 

Psychic Immunity

Your powerful mind gives you immunity to psychic damage.

Inscrutable

You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Claws of the Sphinx

You have powerful claws that you can use to make unarmed strikes. When you hit with them, the strike deals 2d4 + your Strength modifier as slashing damage, instead of the bludgeoning damage normal for an unarmed strike. This damage increases to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level. These claws count as magical for the purposes of overcoming resistance.

Darkvision

Your feline nature makes it easier to see in the dark. You have superior vision in dark and dim conditions. You can see in dim light within 120 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 grey.

Natural Armor

You have tough, thick hide. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor, though you may find using a shield difficult without hands. Your base AC increases to 15 + your Dexterity modifier at level 11, and 17 + your Dexterity modifier at level 17.

Growth

As you age and gain power, you grow in size as well. 

At 5th level, your height increases by 2 feet, your claws deal more damage, your natural armor becomes tougher, and your wings begin to function. In addition, your Dexterity score decreases by 2, while your Strength score increases by 2, up to 20. If your strength score would increase to over 20 via this feature, increase your Constitution by the amount over 20 instead, up to 20.

At 11th level, your height increases by 5 feet, your size becomes large, your claws deal more damage, your natural armor becomes tougher, and your wings function properly. In addition, your Dexterity score decreases by 2, while your Strength score increases by 2, up to 20. If your Strength score would increase to over 20 via this feature, increase your Constitution by the amount over 20 instead, up to 20.

At 17th level, your height increases by 5 feet, your claws deal more damage, and your natural armor becomes tougher. In addition, your Dexterity score decreases by 2, while your Strength score and its maximum increase by 2.

Promise-Bond

When a sphinx makes an oath, it is nigh unbreakable. Whenever you make a formal oath or promise (by invoking either of those words, or other synonyms), if you then proceed to break that oath, you will suffer proportional backlash as decided by the DM. Oaths are only defined as the technical wording of the oath, so for example you could promise to not harm someone, then stand idly by as someone else harms them. However, you could not promise to let no harm come to someone, then stand idly by as someone else harms them. Your DM should warn you if you make a promise too vague or unfeasible, and in some cases the oath will fail to form, such as when joking or when quoting someone else.

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