Homebrew (E.N.H.) The Annunaki Species Details

this species is based off of the extraterrestrial species that are the villains in the movie "Independence Day" and in the movie "Independence Day: Resurgence".

but this D&D version species is a good version of those creatures.

note: when you Play as this species, this species in the lore i made up, the female Annunaki and male annunaki are too powerful cause their true powers are too apocalyptic and too god like. so you play as an annunaki Spy, which is an annunaki that acts less powerful than it normally is in order to do a mission ordered by the annunaki. what that mission is up toyou to decide.

history: Before the d&d worlds came into existence, there existed the annunaki race who are a race of god like and goddess like beings who created tthe universe and divided the universe into different sections with central areas where there are mini Multiverses. there are however only two dimensions that the Annunaki created, the Omega Dimension and the Alpha Dimension. they then created the Alicorn species and the Xenomorphs, then the annunaki gave the alicorns The Alpha Dimension and the annunaki gave the Xenomorph species the Omega Dimension. the annunaki then ordered the alicorn species to create the worlds, dimensions, and universes of the D&d Universe. what the annunaki ordered the Xenomorphs to do is a mystery to all species in the D&d universe except the xenomorphs themselves. the annunaki then created the species throughout the D&d Multiverse except the dragons, mindflayers, and unicorns and the annunaki then ordered some annunaki to be the gods of those species the annunaki created. the Alicorns who spawn magic passively, then taught all the Species in The d&d mutiverse except dragons, unicorns, and mindflayers, how to use magic spawned by the alicorns. the Annunaki then eventually chose to do study the species throughout the d&d multiverse which sometimes means that they send an member of the annunaki race to be a spy. this spy that was sent by the annunaki is a annunaki spy.

Annunaki species reproduction.

Annunaki reproduction is the same as human reproduction except that a baby Annunaki takes 2,500 years to grow to adult unless that baby it's mother was in a non annunaki form while it's mother was pregnant with it. if a female annunaki remains in a non annunaki form throughout her pregnancy, her baby will be the same species as the non annunaki form's species she was while she was pregnant with the baby.

(E.N.H.) The Annunaki Traits

The Annunaki species traits

Common proficient

you can speak, read, write, and understand Common.

Telepathy Proficient

you can speak, read, write, and understand Telepathy.

Darkvision

you have at least 120 feet of darkvision.

tremorsense

you have tremorsense to at least 120 feet.

Creator Resistance

Creator Resistance. because you are beings who have the ability to manipulate the atoms in the air easily and because you have the power to wipe out all life on a planet just by telekinetically causing all atoms on a planet to ignite, you have the trait Atomic Resistance.

Atomic Resistance. you have resistance to all damage. you also have resistance to all conditions.

your carrying capacity

your carrying capacity is gargantuan.

your size

your size is medium.

Biomechanical Suit

Biomechanical Suit. you do not wear clothes but you wear an biomechanical suit. rename your travelers clothes "biomechanical Suit". this suit cannot be destroyed, stolen, damaged, and broken. this biomechanical suit gives you three traits, Armor Defense, Energy Shield Defense, Energy Shield Reflect, and Shield Block.

Armor Defense. you have a armor class of (18 + your highest ability modifier) while not wearing armor.

Energy Shield Reflect. if a enemy creature's hit roll equals your armor class while it is attacking you, the damage dealt damages that enemy creature instead of you.

Energy Shield Defense. your biomechanical suit has a passive energy shield that covers your whole body. this passive energy shield gives you a +2 to your armor class. this can also be added to the calculation in calculating your armor class in the ability, Armor Defense.

Shield Block. any creature that tries to attack you cannot ignore the effects of the abilities: Energy Shield Defense, Energy Shield Reflect, and Armor Defense.

Ranged Atomic Weapons And Abilities

Ranged Atomic Weapons And Abilities. you have a laser blaster, electric guitar, atom affecting abilities but you gain the use of them at certain character levels. these are the weapons and abilities:

Level 1+ weapons:

Laser Blaster. ranged attack roll: one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 60-foot range. on a successful hit(1d8 + your highest ability modifier) damage to the target. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. this weapon is just like a star wars blaster or Independence Day: Resurgence movie human made laser Blaster but just without needing a recharge or reload.

Electric Guitar. ranged attack roll: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 10-foot to 60-foot emanation centered on yourself. on a successful hit(1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. you telekinetically bring into existence this musical instrument and weapon that acts like a weaponized electric guitar by altering the atoms in the air. this weapon can be used in playing any type of guitar music. this weapon is also a instrument.

Level 3+ weapons:

Atomic Strike. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of Effect: 60-foot cone. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this attack, you swing your keyblade while manipulating the atoms in the air which causes a wave of damaging atoms to hit multiple enemies and objects and those manipulated atoms explode on those enemies and objects.

Atomic Beam. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of effect: a 5 feet wide and 60 feet long line. each creature in the 10 feet wide and 60 feet long line area of effect rolls a custom 1d20 roll to avoid the attack. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon is a flamethrower that can burn away things, damage creatures and objects. this weapon is a attack where manipulate the atoms in a way that makes it seem that you are firing a deadly beam or rainbow colored light in a line at objects or creatures.

Level 7+ weapon.

Telekinetic Ignition. ranged weapon attack. Reach: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Area of Effect: a 20 foot circular area centered on a point within 120 feet from you. each creature in the 20-foot circular area of attack rolls a custom 1d20 roll to avoid the attack. on a successful hitthat creature takes (1d8 + your highest modifier) damage, that creature is blinded for one round, and anything that is on it or around it that can be dissolved or damaged by acidic substances or fire, gets damaged or starts dissolving or starts burning. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damagethe damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon is where you ignite an area by manipulating the atoms telekinetically.

Tentacles

Tentacles. your suit has four tentacles that give you extra abilities and they are Limited Tentacle Actions, Telepathic Tentacle Grapple, Constricting Tentacle, and Tentacle Language.

Limited Tentacle Actions. starting at player character level 3, you gain the ability to do one extra action that can be a movement action, using a cantrip, or a melee action. once you get to player character level 15, you gain the ability to do another extra action that can be a movement action, using a cantrip, or a melee action.

Telepathic Tentacle Grapple. starting at player character level 1, you can grapple up to four creatures with your four tentacles in order to give temporary telepathy to those one to four creatures. when you use Telepathic Tentacle Grapple, each creature you choose to grapple can choose not to be grappled in which case that creature isn't grappled.

Constricting Tentacle. Melee Weapon Attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Range: 120 feet, one target. on a successful Hit: (1d10 + your highest ability modifier) bludgeoning damage, and the target is grappled by one of your Tentacles. on a failure to Hit: you fail to grapple the target. Until you choose to stop the grapple, the target is restrained and you can can only constrict a max of two targets at a time. after being grappled by one of your tentacles, on each of the target's turns, the target has to roll higher than a 14 on a 1d20 roll or take (1d10 + your highest ability modifier) bludgeoning damage. the target is no longer grappled by one of your tentacles by that target succeeding on rolling a 15 or higher on a 1d20 roll at which point the tentacle grappling that target will be removed from that target. but if the target fails 3 times to roll a 15 or higher on a 1d20 roll while being grappled by one of your tentacles, the target falls unconscious or dead. if one of your tentacles is removed from a target or when you choked someone unconscious or dead with that same tentacle, you have to wait two turns to use your Constricting Tentacle ability with that tentacle again. if you die or become unconscious while using Constricting Tentacle, all creatures are released from your multiple tentacle's hold.

Tentacle Language. as an action, you can grapple a creature in order to gain the ability to temporarily know a language and use that language to speak to other creatures. when you telepathically speak that creature's language, that creature says exactly what you say, as if that creature is in a trance. you only know that creature's language while you are grappling it. you can only use Tentacle Language on biological creatures that are unconscious or recently dead.

Anti monster Abilities

Anti monster Abilities. you have extra abilities and they are, Telepathic Memory Scan, Pack Tactics, Anti Parasite Aura, and Anti Curse.

Telepathic Memory Scan. you can roll a 1d20 to see if you can use your mind to telepathically see a captured, unconscious, or dead creature's memories. on a 15 or higher you can see that creature's memories as if you were watching a video that showed what that creature saw, heard, felt, smelled, and tasted. on a 14 or lower, you fail to see the creature's memories. also, while using the ability Telepathic Memory Scan, if you see a memory where something bad happens to the creature, like if that creature is killed in a memory,  you have to roll a 1d10 to see how much psychic damage you take. you take the total amount of psychic damage regardless of your armor class, your resistances, and your immunities.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of that creature and that ally isn’t unconscious, incapacitated, or dead.

Anti Parasite Aura. you give off an anti parasite aura and as a result you and your party members cannot be infected by parasites.  Anti Parasite Aura is only in effect if you are a cleric or a paladin.

Anti curse. you cannot be turned into any type of species by being afflicted by a curse. (so obviously, you can't be cursed to turn into a werewolf or vampire or anything else.)

Bag Of Spell Components

Bag Of Spell Components. you have a indestructible bag that magically has an infinite amount of spell components needed to cast any spells. spell components taken from the Bag Of Spell Components cannot be sold, traded, or stolen. the Bag Of Spell Components cannot be sold, traded, or stolen.

Siege Monster

Siege Monster. You biomechanical suit allows you to deal double damage to objects and structures.

Spell Damage Type Alteration

Spell Damage Type Alteration. when you attack a creature with a magic action, you can change the damage type to bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force.

Biomechanical Auto Artisan

when you create your character, you can purchase a Biomechanical Auto Artisan for 1 gold point.

Melee Atomic Weapons

Melee Atomic Weapons. you have the ability to magically summon into existence 3 different weapons, a kingdom hearts keyblade, a throwable shield, and a trident. these are the weapons:

Level 1+ weapons:

Keyblade. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage while holding a thing in your other hand or (2d8 + your highest ability modifier) damage while using both hands. the damage dealt is a type you choose that is either slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this is a magically summoned into existence lightsaber like weapon. this weapon looks like a key but it is a blade. this weapon can be used to open a chest without needing a ability check. it can also be used to unlock or lock anything without needing to make an ability check.

Shield. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage while holding a thing in your other hand or (2d8 + your highest ability modifier) damage while using both hands. the damage dealt is a type you choose that is either bludgeoning, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this is a magically summoned into existence shield that is a weapon and can be used defensively. this weapon passively gives you a +2 to your armor class. at level 20, instead of this weapon giving you a passive +2 to your armor class, you passively gain a +3 to your armor class.

Trident. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage while holding a thing in your other hand or (2d8 + your highest ability modifier) damage while using both hands. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this is a magically summoned into existence Poseidon's trident like weapon. this weapon can be used for spear fishing in a body of water. this weapon can be used as a focus for magic.

note: these weapons can't be forcefully taken from you, destroyed, cursed, given to others, traded, and damaged.

Psychic Step

Psychic Step. as a bonus action you can move up to half your speed and then do a melee attack or you can teleport to a space 60 feet away from you.

Flyby

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Shape-Shifter

Shape-Shifter. you can use the abilities, Change Size and Change Shape.

Change Size. As an action, you can make yourself larger or smaller without changing your game statistics (other than your size).

Change Shape. As an action, after you touch a living, dead, or unconscious, creature, you can then you choose to shapeshift into that Humanoid or Beast, while retaining your game statistics (other than your size). You Return to your true form if you are reduced to 0 hit points or if you use a action or a bonus action to switch back to your true form. your true form is you being a Annunaki.

your true annunaki form: your true form that is a two legged humanoid creature that has a kangaroo pouch like pouch if it is female, six breasts that look like a cat's or a dog's udders if you are female, white feathery wings if it is female, dragon wings if it is male, human privates except a bum like a cat or dog's bum, animal fur or reptilian scales or bird feathers instead of hair covering your body except it is thin around your privates and face, you have a human like face except with hair covering your skin except your eyelids and lips, a long cat like tail or dragon tail or bird tail tail, you have human shaped feet that have canine claws instead of fingernails, and human shaped hands that have canine claws instead of fingernails. 

Ghost Like Traits

Ghost Like Traits. you have multiple spirit like abilities.

Living Shadow and Shadow Stealth:

Living Shadow. while is dark or cloudy outside, it is in the afternoon, or it is night time, you have Resistance to damage that isn’t fire, Force, Psychic, or Radiant.

Shadow Stealth. As a action or bonus action but while while is dark or cloudy outside, it is in the afternoon, or it is night time, you can take the hide action.

hide:

hide. with the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (stealth) check while in dim light or darkness, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the invisible condition while hidden. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (perception) check.

note: You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

Veil Of Shadow and Light, Amorphous, Shielded Mind, and Incorporeal movement:

Suit of Shadow And Light. As a reaction, when you take damage of any type but psychic, fire, and radiant, each enemy creature within 5 feet of you takes (1d6) damage of a type you choose that is either necrotic, radiant, fire, or cold.

Amorphous. You can move through a space as narrow as 1 inch without squeezing.

Shielded Mind. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location. this doesn't mean that you could choose to allow yourself to be affected by one of those things temporarily.

Incorporeal Movement. you can move through other creatures and objects as if they were difficult terrain. You take (1d10) force damage if you ends your turn inside an object or creature.

Atomic Movement

Atomic Movement. you manipulate the atoms in the air to the point that you can telekinetically make your body move through the air and outer space like disney's peter pan and through water, and the ground like the ground and water are air and you are disney's peter pan. you can also defy gravity by being able to walk up ceilings and upside down on ceilings like the walls and ceilings are part of the ground.

Walking Speed. you have a burrowing speed of (10 times your Proficiency Modifier) at character level 3 but your walking speed is 40 feet up till character level 3.

Burrowing Speed. you have a burrowing speed of (10 times your Proficiency Modifier)

Climbing Speed. you have a climbing speed of (10 times your Proficiency Modifier)

Swimming Speed. you have a swimming speed of (10 times your Proficiency Modifier)

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Atomic Creator

Atomic Creator. you have special abilities because of your strength and your ability to manipulate the atoms in the air.

Running Leap. as one action and with a 10-foot running start, you can long jump up to (a number that equals 10 times your proficiency modifier) feet.

High Jump. as one action you can jump upwards up to (a number that equals 10 times your proficiency modifier) feet.

Angelic Atomic Healing. out of battle and as 1 action, but for 1 hour, you can magically and atomically heal your party members to full health, you can remove (1 times your proficiency modifier) exhaustion levels from you and your party members, you can roll a medicine skill check with advantage to try to magically and atomically remove any status effects from a party member except death condition and unconscious condition and incapacitated condition, restore (5 times your proficiency modifier) special ability slots that were used by party members, and restore (5 times your proficiency modifier) magic slots used by party members. this ability can be used 1 time per short rest.

Angelic Atomic Resurrection. once per battle and as one action, you can atomically and magically make one ally return to full health and full consciousness without making a ability check just by touching him or her. in battle and once every three turns, as an action, you can also stabilize a ally or party member that has been reduced to 0 hit points to half health and full consciousness by touching that ally or party member.

Angelic Atomic Radiance. you can cause the atoms in the air around you to emanate light that brightens up the area up to (10 times your proficiency bonus). in magical darkness the maximum range for this range of emanation of light is only 120 feet. you can choose the color of light the atoms emanate.

Tough. when you create your character, manually choose the feat that is called, Tough, which states, "Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points."

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