Homebrew Spellborne Species Details
Though spells are meant to be fleeting, limited uses of magic. On rare occasions, the magic of the spell can linger well beyond its intended use, eventually gaining sentience, the result of this phenomena is known as a Spellborn. Spellborns are beings entirely comprised of swirling magic, this power runs so deep that they are able to tap into the magic of the universe, taking aspects of the spell they were once created from.
Spellborne Traits
Magical Being, Arcane OriginAbility Score Increase
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Speed
Your speed is 30 feet
Creature Type
You are an Elemental, the material plane is your home plane.
Darkvision
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 discern colors in that darkness only as shades of gray.
Magical Being
Your being is entirely comprised of magical energy. As a result, you gain the following benefits.
- You don't need to eat, drink or breath
- You have advantage on saving throws against being Poisoned
- You know the detect magic spell, Constitution is your spellcasting ability for this spell. Once you cast detect magic using this trait, you can't do so again until you complete a Long Rest. You can also cast detect magic using any spell slots you have.
- You are immune to spells and effects that would dispel the magic that binds you together, you can also be detected via the Detect Magic spell.
Arcane Origin
You choose your arcane origin, the school of magic from which you derive from, your chosen origin grants you a unique trait, as shown below.
- Abjuration: Elemental Ward. When you take Acid, Fire, Cold or Lightning damage on your turn, you can use your Reaction to reduce the triggering damage by an amount equal to 1d6 plus your Proficiency Bonus.
- Conjuration: Conjuring Step. As a Bonus Action, you can teleport to an unoccupied space you can see within 30 feet.
- Divination: Unveil Illusion. As a Bonus Action, you can grant yourself Blindsight out to a range of 30 feet for one minute or until you dismiss it as a free action on your turn.
- Enchantment: Distracting Gaze. When a hostile creature you can see within 30 feet makes an attack roll against you, you can sue your Reaction to roll a d4, subtracting the result from the triggering attack roll. A creature that can't be blinded or charmed is immune to this feature.
- Evocation: Exploding Element. Once per turn, when you deal damage with an attack roll, you can cause the target to take an extra 1d8 of one of the following damage types: Acid, Cold, Fire or Lightning.
- Illusion: Illusory Shroud. When you take the Dash action on your turn, you can choose to cover yourself in illusion magic until the start of your next turn. While under this effect, any opportunity attack made against you suffers a penalty equal to your Proficiency Bonus.
- Necromancy: Second Life. As a Bonus action, you can grant yourself a number of Temporary hit points equal to 1d8 + your Proficiency Bonus, which last for one minute.
- Transmutation: Amplify Ability. As a Bonus action, you can touch one creature within reach, choosing one ability score, the next time the creature makes a saving throw or check with the chosen ability, it can roll a d4, adding the result to the check or save.
You can use your Chosen trait a number of times equal to your Proficiency Bonus, regaining all expended uses when you complete a Long Rest.
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