Homebrew Anchorbound Species Details
A mighty barbarian swings around a greatsword, cleaving through a swath of goblins that fall around her. A friendly bard leans against the outside wall of the local tavern, plucking cheerfully on the strings of his lute. A wise monk chants to himself in the garden, prayer beads pristine and wrapped carefully around his hand. A cunning rogue slinks through the shadows, clutching her dagger in one hand as she approaches her mark.
Bound to the mortal world by powerful magic, these restless spirits use this tether to aid those in need--while they can. The cause of their bond varies per the individual. Some were cursed, some called by a higher power, and some sought the enchantment willingly, but all share one common thread: an unbreakable tie to their Anchor.
The projection of an Anchorbound's spirit is, by all counts, corporeal, and is able to interact with the world around them as such. Truly, it is nearly impossible to distinguish an Anchorbound from a similar member of whatever race they were in life, save for their lack of signature abilities these other races may have. This grants them the ability to blend in with members of their apparent race without issue.
Anchorbound Traits
As Anchorbound, your Anchor is your life. So long as your Anchor is in good repair and your spirit remains intact, you maintain your connection to this world, but take care--should your Anchor break, nothing is left to hold you here.Ability Score Increase
Two ability scores of your choice increase by 1.
Age
Your apparent age is reflected in the maintenance of your Anchor. If it's kept like new, you appear young. If it's allowed to endure some wear and tear, you appear older. Take care, however--damaged objects carry more risk of breaking.
Alignment
Anchorbound tend to no particular alignment. The best and worst are found among them.
Size
Anchorbound can share the appearance of the members of any race, but nothing more, ranging in size anywhere from a Gnome's 3 feet to a Goliath's 8. Regardless of where you fall on this scale, your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Though you are corporeal, your status as a spirit (however bound) grants you 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.
Anchorbond
As a spirit bound to a material object, you are granted a measure of resilience over the living.
- You are immune to disease.
- You don't need to eat, drink, or sleep.
- You can retreat into or project from your Anchor at will as an Action.
- While housed in your Anchor, you do not need to breathe.
- While housed in your Anchor, it can be used as normal by others, provided they have Proficiency with the item if required.
- While housed in your Anchor and not unconscious or incapacitated, you are able to speak freely with those around you, provided they understand the language you're speaking.
However, this bond comes with some drawbacks, as well.
- Ingestible healing items have no effect on you (e.g. Potions of Healing, Goodberry).
- You must stay within 100 ft of and on the same plane as your Anchor. If you are outside of this radius, you are forced to retreat into your Anchor so that you may retrieve it.
- You cannot be separated from your Anchor by magical means, whether to break the bond or transfer it to another object, short of a Wish spell.
- While housed in your Anchor, you cannot take Actions, Bonus Actions, or Reactions except to project from your Anchor, and your movement speed is reduced to 0.
- While housed in your Anchor, it is vulnerable to attack. If it is broken, you die.
- If your corporeal form takes damage that would kill you instantly, or you fail your death save, your Anchor breaks and you die.
Blindsight
While housed in your Anchor, your vision is severely limited due to your lack of eyes. However, you are granted magical perception of your surroundings up to a 5 ft radius and can tell when another creature enters this space.
Soul's Respite
While you do not need to sleep, you must spend no less than 6 hours housed in your Anchor to gain the benefit of a Long Rest.
If you are reduced to 0 HP in battle, are stable, and are not healed by magical (non-ingestible) means, you return to consciousness following a Long Rest.
Languages
You can speak, read, and write Common and one other language of your choice.
Previous Versions
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