Homebrew Flumfolk Species Details
The first minds of Flumenheim, the Flumfolk are regarded as the most ancient form of civilization that walks the wild land and trickling waters. Masters of nature, and keeper's of some of Flumeheim's oldest knowledge, this species pride's themselves on their intricate connections to all other living beings, as well as the magic which keeps all things alive, water. Though some regard them with scorn for their rather apathetic nature towards time and death, Flumfolk have overall been a well-established part of the spotty societies that rise (and fall!) As time moves forward, for only water is constant.
River's Minds
Flumfolk are one of the few native species to the material plane in Flumenheim, and of those species they are the most advanced as well, having survived as a species since the first dawn of the dimension.
Extremely Fluid
Nearly all Flumfolk, no matter what conditions they temper themselves under, are very understanding and pragmatic people. They don't often let troubles or worries get to them, if not because time will wash away the pain of an indiscretion, then because then because many are taught to value humility.
Flumfolk Traits
As a flumfolk, you have certain traits in common with your people. Being resistant to all melee damage starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing a flumfolk requires special consideration by your DM.Age
Flumfolk reach maturity upon birth and live for about 1000 years without energy to consume. In theory, it is possible for flumfolk to live forever with the proper mana reserves.
Alignment
Generally, most Flumfolk are neutral in all affairs, if not well-meaning. Being one of few races truly native to Flumenheim, they find good principle in keeping it's wilds unblemished by evil. Few Flumfolk have ever tended towards the evil, and those that have were far between.
Languages
Your character can speak, read, and write Common, Primordial and Flumen.
Incorporeal
Your body is made of a material such that physical attacks have little effect. You have resistance to damage against all physical attacks (melee or ranged), and attacks imbued with magical energy only deal the resistance plus the static modifier.
Watery Construct
Your body is malleable and liquid, allowing you to change your appearance as you see fit. As an action, you may make yourself a tiny, small, medium, large or huge creature. Additionally, you may change your features to resembles that of anybody you have perceived within the last day. You do not assume their color, just their silhouette.
Once in these forms, you are granted and afflicted with the subsequent features of that size (ex. reducing to a tiny size limits your weapon capabilities but increases your base AC by 2). You remain in this form until you use an action to change to a different size, or until you die. Additionally, you are incapable of wearing armor, and have disadvantage on carrying anything labelled heavy.
Epitum Manamut
Your body is run entirely off of raw mana, burned by through your soul like a fire burns oxygen. You do not need to eat food, drink water or sleep. Instead of sleep, you enter a meditative like state from which you are still aware of your surroundings.
Instead, you must consume the mana from other life forms or objects when your reserves run low at least once a week. To do this, you may either absorb the magic from magical items, consuming them or turning them mundane. Or, you may perform a Consume Life action on a target.
Consume Mana: You can target one creature or an organic object you see within 5 feet of yourself. That target must make a DC 10 Constitution saving throw against this magic or have it's Constitution be set to 1 for the next hour. You gain back all your hit points by doing this, and alleviate any conditions you may have been afflicted with excluding magical effects or conditions (Ex. Curses, Magical slumber, etc.)
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