Homebrew Energy Being Species Details

Due to some events, that occured one way or the other, multiple people turned into a being which neither aligns with human or elf, dwarf or halfling or anything. They have  lost all their skin and flesh and what remains is the pure energy with which they were made. They can develop into different colours based on their current mental state. They are also an ageless species which never ages and is eternal. According to the 19th century German physician Julius von Mayer, energy can't be created or destroyed, but it can be transformed from one form to another, and this goes for the Energy Beings aswell. The only way to defeat them is to either absorb them or lock them up in a containment suit for eternity.

Energy Being Traits

They have the ability to fly(if not in suit) and to go through small spaces but almost always has to stay in containment suits. If they leave however, their powers are heightened but long period of time will make them incapitated.

Fly

You can fly 30ft without your containment suit

Dodging

You have the ability to roll a Dexterity saving throw every time someone tries to hit you with a physical weapon if outside suit.

Squeeze

You can squeeze through small spaces but have to get out of your suit.

Freedom

You can get out of your suit which will require 1 turn. Doing so will give you an advantage in casting spells aswell as damage. Staying out of suit for more than 2 turns will start reducing your health by 5 points by turn. Once your health is gone you will be incapitated but a gem will fall on the ground which can be used to bring you back by taking it to your creator.

Ability Score Increase

Choose one ability score to increase by 1

Language

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Skill

You can choose 1 skill of your choice.

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