Homebrew Chaokin [WORK IN PROGRESS] (A bit op) Species Details

These beings represent the bane of order, and are embodiments of chaos itself. While they are faelike in nature, they seem to have disconnected from their original roots and now roam each plane. These creatures are extremely rare, however always make their presence known. They are at the peak of their power in the Freedom Realm, an ever-spinning dimension outside the confines of reality in which time can never flow through. The Chaokin are practically gods here, however outside this realm they are heavily weakened, and often don't mix well with the matter around them.

Chaokin [WORK IN PROGRESS] (A bit op) Traits

Chaokin share the following racial traits:

Ability Score Increase

Your Dexterity score increases by 2, your Wisdom score increases by 1, and choose between STR, DEX, or WIS to increase by 1.

Chaotic Speed

At the beginning of every turn, roll 6d20. The outcome is your movement speed for that turn.

Size

Your size is small

Alignment

Chaokin thrive off of chaos, and quite frankly doing whatever the hell they want. As such, they are almost always a chaotic alignment, however chaotic neutral is the most common. Chaotic evil is a close second though, and some have been found to operate for good.

Blindsight

Chaokin are hyperactive, and extremely sensitive to any change in the environment, due to existing in a realm where all senses are dulled. You can practically feel the air molecules shift around you, and as such you have blindsight for 25 feet.

Incomprehensible Mind

Chaokin minds are like carousels, constantly spinning with no rhyme or reason. They are naturally resistant to psychic damage, and sometimes can counter-invade enemy minds with chaotic thoughts. Twice per long rest, you can spin someone's mind like a carousel, the enemy applying one of the following effects:

Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Stunned, or Unconscious

Chaotic Shift

You temporarily blip in and out of the Freedom Realm, bringing a small amount of pure chaos with you, causing a random effect.

Teleport up to 20 feet. Roll a d12, obtain one of the following effects:
(1): Instant downed status - (2): Heals closest enemy by 5 - (3): Spawns a crab - (4): Heals closest ally by 10 - (5): Heals you by 10 - (6): Roll a d6. That number of eggs spawn and deal 6 damage to any creatures of your choice equal to the numbers of eggs spawned. If an egg kills an enemy, it spawns another egg and targets a creature of your choice. - (7): Charms a random enemy - (8): Get put to sleep until your next turn - (9): You get another bonus action - (10): 2d8 psychic damage to nearest enemy - (11): Two flying snakes spawn on the nearest creature, they attack that creature - (12): Roll 2 more times

Tired out

Magical sleep always affects you severely, as such you do not get a save, magical sleep simply always works against you.

CHAOS EGG

(Action) You summon an egg. This can be thrown or eaten for special effects

(Bonus Action) Eat: If you eat the egg, The EGG must succeed a wisdom saving throw equal to your wisdom stat. If it fails, you heal 50% of your maximum hp rounded down, or you can choose to remove 1 random negative status effect. If it succeeds, then you take 1d6 psychic damage. Other people can feed you the egg, and anyone can eat the egg. There is a 1 in 100 chance that fireball is cast on the creature who eats the egg. Roll a d100. if 1, fireball is cast on whoever ate the egg. The creature flashes red and emits a hissing sound for 30 seconds before exploding. This can be put out with water.

(Action) Throw: If you throw the egg, roll a strength check of 15. If failed, the egg deals 2d4 bludgeoning damage. If succeeded, it explodes to deal 3d6 force damage in a 20ft circle

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