Homebrew Mahjarrat Species Details
"I have seen death. I have seen our people murder each other for political advantage or to fulfil ancient traditions. I have seen the joy on Zamorak's face as he cut down human after human to slake his bloodlust. I have seen the grim satisfaction on Azzanadra's as he put whole armies to the flame. I have seen Sliske's cackling glee as he toyed with the corpses of the dead." -the Mahjarrat Kharshai
"Be aware, mortal, there could be as many as a hundred of us still upon this world, with dozens more returned from other realms, but equally there could be as few as ten, each as mighty as one of your armies." -the Mahjarrat Azzanadra
The Mahjarrat , which means Children of Mah, are a warlike, very powerful and long-lived tribe, belonging to a species known as the Dreams of Mah from the realm of Freneskae. They are some of the most powerful beings to have ever walked on Gielinor. Created by the Elder God Mah as the first of her races, they have very long lifespans, able to live for millennia. In general, their deaths are either the result of very intense wounds, being chosen as the sacrifice in one of the rituals of rejuvenation, or from missing a significant number of rituals without conserving energy.
Although not immortal, Mahjarrat age slowly, and in the period of time before the next ritual takes place, their flesh decays, and they are able to survive as skeletal beings for some time, regaining their flesh with the next ritual they attend. Provided that they continue to attend the rituals (or find some other source of rejuvenation), they are not likely to die of natural causes. This Ritual of Rejuvenation is an event that takes place amongst the Mahjarrat when the planets are in alignment. During the ritual, a sacrifice must be made to restore the life-force of the Mahjarrat. Rejuvination allows the Mahjarrat to be practically immortal, not dying of age, but forces the Mahjarrat to commit ritual murder.
They were once referred to as the Faceless Ones by the humans, but such terms are no longer commonplace. In general, most humans fear the Mahjarrat, some even considering them to be a myth, referring to them as evil and foul beings or even demons, most likely due to the lack of knowledge about them.
Magically, the Mahjarrat are second to none, and can use magic without the assistance of arcane focuses or secondary components which races such as the humans and elves use. Not all use magic primarily, but with training they are nearly unstoppable. Physically, most Mahjarrat are very strong. Many can easily shatter bones with their bare hands and defeat many armed humans.
Mahjarrat Traits
The Mahjarrat , which means Children of Mah, are a warlike, very powerful and long-lived tribe, belonging to a species known as the Dreams of Mah from the realm of Freneskae. They are excellent magic casters, particularly cunning, and uncannily deceptive.Sight of Freneskae
Thanks to your heritage from the plane of Freneskae, you have 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.
Children of Mah
Thanks to your incredible Mahjarrat judgement you have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Age
Mahjarrat mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans and even elves, often living for millenia.
Appearance
Despite being capable of altering their appearance, the Mahjarrat possess a natural form, which is somewhat similar to those of humans, but larger. Their skin is tougher and contains markings and stripes. It disappears after numerous years due to the old age, however, it is recovered after they experience a Ritual of Rejuvenation.
Most Mahjarrat possess trademark features that differentiate them from the others, some are known to have horns, ridging, or bumps. Their clothes are different and can be used to identify them;. Each Mahjarrat has a gemstone or crystal embedded in their forehead, which is connected to the race's creation.
Alignment
Mahjarrat split into three allignments, based on their subrace.
- Zarosian Mahjarrat follow a lawful neutral allignment, due to their patron from their home plane Freneskae. They value balance and beaurocracy, preferring legality and religion over warfare.
- Zamorakian Mahjarrat have rebelled against their original patron and have instead chosen to follow one of their own, aligning instead as chaotic evil. They value variety and unpredictability, preferring strength, brawn, and wars over law and order.
- Godless Mahjarrat can fall into any alignment. They are not bound by any particular teaching or belief structure.
Size
Mahjarrat are slightly larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.
Languages
You can speak, read, and write Common, Abyssal, and one language of your choice between elvish and deep speech.
Ability Score Increase
Your Wisdom score increases by 2, and your choice of Intelligence or Charisma by 1.
Proficiency
You gain proficiency in one skill of your choice from Deception, Sleight of Hand, Arcana, Religion, Insight, Stealth, or Insight.
The Curse of Rejuvination
Every second long rest, you must choose a creature (willing or unwilling) to rejuvenate your life-force with. If the creature is willing, the bond locks instantly and the creature is absorbed into your life-force. The absorbed creature then ceases to exist. You gain no powers or knowledge from the absorbed creature.
Binding with an unwilling creature takes the equivalent of one round of combat. Once bound, the creature must make a DC 16 constitution saving throw at the beginning of each of its turns. If the creature succeeds twice, it is safe and is no longer bound. If the creature fails twice, it is absorbed into the life-force of the Mahjarrat. The creature then ceases to exist.
If the creature has 15 health or less, it instantly garners two fails and is absorbed. This increases to 50 at the 10th level, 75 at the 14th, and 100 at the 18th.
If at any point a Mahjarrat fails to rejuvenate themselves within two short rests, they gain one level of exhaustion. If the Mahjarrat fails to rejuvenate themselves within five long rests, the Mahjarrat falls unconscious with 2 death saving fails.
You may only rejuvenate yourself in this way once every short rest.
Eternal Waking
Mahjarrat do not need to sleep. Instead they must meditate for four hours to preserve their life-force energy.
Racial Awareness
The Mahjarrat appear to possess some type of innate race-awareness, and are under most circumstances able to "feel" the presence of other Mahjarrat in their world. In this way, the Mahjarrat are usually able to determine whether or not other members of their race are alive, weakened, or dead.
The Mortal Realm Does Not Sustain
Mahjarrat do not need to eat nor drink, depending solely on sustenance from their rejuvenation ritual.
The Faceless Ones
Mahjarrat are capable of shape-shifting into seemingly anything they wanted to, though none seem capable of impersonating another Mahjarrat. This can be done at-will. They are even capable of shape-shifting by accident, as some Mahjarrat are known to shift while having nightmares. This is why they are called "the faceless ones" by humans. Shapeshifting is restricted within the same size as the Mahjarrat up until the 10th level. At the 10th level, a Mahjarrat is able to shift to appear as a creature within one size of themselves.
You may shapeshift X number of times per long rest, where X = your Wisdom modifier.
Manipulation of a Lesser Plane
Mahjarrat are also able to teleport themselves, and almost anything or anyone with them, to anywhere within 50 feet. This increases to 75 feet at the 5th level, 100 feet at the 10th level, and 200 feet at the 15th level. A Mahjarrat may use this ability once per long rest.