Homebrew Fateshifter Species Details
Fateshifters were created by celestial dragons that of which almost no one has seen, it is said they come from a plane that is beyond the laws of the multiverse, very few have gone to said plane and made it back with their minds intact, and due to the secretive nature of the Fateshifters there is not much information about the unknowable plane, but this is what is known about the Fateshifters themselves.
- Fateshifter Physical Traits: Fateshifters' bodies are made of multiple components; inside of their chest is an orb made of crystals and metals of unknown origin, the orb contains and protects the Fateshifter's heart. Tubes run from the heart and branch out into the other parts of the body, they are made from a glowing material that shines like a prism. The internal frame is made from a marble-like material that shifts like clouds with flashes of color like bolts of lightning. Their muscle is made of a material similar to human muscle, but transparent and made of crystals that glow when pressure or stress is applied from being activated or hit. Their flesh and skin is carved from a gel like substance similar to the Gelatinous Cube. It glows and shifts with a spectrum of colors like a slimy gem. Along their gelatinous skin are armor plates made from sparkling crystals and constantly shifting metals so shiny they reflect light like mirrors. Fateshifters also have floating armor plates, decorative ornaments, and ruins that float around their limbs, the armor and ornaments are based on status and role; for example, a high ranking scribe might have little to no armor, and a lot of ornaments, and the opposite would apply to a soldier. Fateshifters do not have faces, but every Fateshifter is unique in one way or another thanks to appearance being very important in their culture, they can change the color and shape of any part of their body including their armor and ornaments, for example, a Fateshifter could change the shape of its head to have a top hat and horns, while another may have a dragon-like tail, this ability also makes them a hassle to contain because they can pick non-magical locks, and separate parts of their bodies to escape bonds. Fateshifters are tall, ethereal, and tend to have Human-like features when it comes to the structure of their bodies, and most do not have feet, instead the lower half of their legs are similar to that of a peg leg, this is more than just a cosmetic choice; their legs allow them to hover slightly above the ground, this makes them able to seemingly slide across solid surfaces at exceptionally high speeds and makes them extremely difficult to knock down in combat. Fateshifters do not need to sleep, and can breathe underwater, they eat by opening up their face like a flower full of spikes and tendrils, despite the frightening appearance; they eat magic items and fruit from the unknowable plane.
- Fateshifter Abilities: Don't be deceived by their elegant appearance, Fateshifters are instruments of war, they are able to make weapons from their ornaments, armor plates, and the gel that makes up their bodies, for example; a Fateshifter's crossbow is knocked out of his hand, he can then transform his arm into a cannon, and fire blobs of gel that deal elemental damage. Fateshifters can also create shapes made from the elemental gel and use them to temporarily create weapons, telekinetic projectiles, or tools. They can alter time both future and past within a short period of time to undo mistakes, perceive a possible outcome, or to undo or cause damage to something over time. Fateshifters are connected directly to arcane energy, this allows them to access spells and cantrips they wouldn't normally have access to with their class, but this also means that spells like "Dispell Magic" can temporarily incapacitate a Fateshifter. The gelatinous material Fateshifters are partly made from mimics elemental energy it has previously been hit with, this allows them to choose a damage type for weapons they form from the elemental gel, it also makes them immune to acid damage, and resistant to non-magical projectiles like arrows. Fateshifters become weak to damage that is the opposite of their chosen damage type at the moment; if a Fateshifter sets its elemental damage type to fire for example, and comes in contact with water, or is hit with a water-based spell, the damage received will be increased. Fateshifters have 6 large retractable wings, 8 retractable tentacles, and the ability to transform their legs into a serpent-like tail for swimming. The tenacles can be used to manipulate objects and beings that are light enough, and are primarily used for climbing when their isn't enough space to fly. The wings are for shifting to the unknowable plane allowing them to use a similar ability to Misty Step in the air, or become completely undetectable while still being able to see the plane they were previously in, and they can also be used as shields. The swimming tail is maneuverable, and can be used as a whip, it cannot be activated outside of water.
- Creature Type: Construct
- Size: Medium (about 8-11 feet tall)
- Speed: 40 feet, Flight Speed 50 feet, Swimming Speed 40 feet
Shatter-Shell
Fateshifters have armor plates and ornaments that float around their limbs and bodies called Shatter-Shell fragments, they can manipulate their shape to make things like floating swords, floating cannons, or shapes: As a Bonus Action, you can form a Medium or smaller sized weapon or shape. You can form up to 4 Medium shapes/weapons, or 8 Small or Tiny shapes, 1 per turn. You must recall (takes a bonus action) one of your creations if you want to replace it with a different one.
- Blade (Size: Medium): You create a floating crystal sword that can move up to 30 feet away from you and has 5 feet of attack range, as an Action, you can assign it to attack an enemy that is within 30 feet of you or defend a party member that is within 30 feet of you. If the enemy or party member goes out of range, the blade is recalled without the cost of a Bonus Action. The blade will automatically attack an assigned enemy on your turn, or an enemy a party member is attacking on their turn; if it succeeds or not is determined by if you or the assigned party member is successful on their Action roll. If the blade receives 5hp of damage it gets recalled. It deals 1d8 Acid + 1d6 selected element type from the Elemental Core trait. the blade can also grapple an enemy with the crystal gel and drag them across the ground, wall, or ceiling or throw them dealing 1d6 acid damage for every 10 feet dragged or thrown, or it can use the Engulf ability (see Gelatinous Cube on page 129 of the most recent release of the Monster Manual)
- Cannon (Size: Medium): You create a floating crystal cannon that can move up to 30 feet away from you and has 150 feet of attack range, as an Action, you can assign it to attack an enemy that is within 30 feet of you or defend a party member that is within 30 feet of you. If the enemy or party member goes out of range, the cannon is recalled without the cost of a Bonus Action. The cannon will automatically attack an assigned enemy on your turn, or an enemy a party member is attacking on their turn; if it succeeds or not is determined by if you or the assigned party member is successful on their Action roll. If the cannon receives 5hp of damage it gets recalled. It deals 1d8 Acid + 1d6 selected element type from the Elemental Core trait per shot. The cannon can also form a shield that adds +2 AC for every shield that is protecting you, or +2 AC to a party member for every shield that is protecting them.
- Shape (Size: Medium or Smaller): Create a shape that you control in one spot you can see within 30 feet that attacks on it's own turn, it can use an opportunity attack to grab an enemy that runs by within 15 feet and pull them in to Engulf them (see Gelatinous Cube on page 129 of the most recent release of the Monster Manual) or pull itself into the enemy. The shape can also manipulate objects that are 75 pounds or lighter and pick locks with a pseudopod that extends 30 feet and can fit in a 1-inch gap.
Celestial Perfection
There may not be much known about the Celestial Dragons, but one thing is for sure that they have a knack when it comes to perfection. You can alter the appearance of the materials that make up your body, as well as the shapes and colors of other cosmetic aspects of your appearance, for example, you could make your floating ruins glow brighter to illuminate a room or change the shapes and colors of your head and armor to be more intimidating. You can also alter the way someone sees you as a person, for example, you could give them false memories that make them think they know you from somewhere; this gives you proficiency in deception and intimidation. You are older than even some of the gods themselves, so you get +2 in both intelligence and perception. Thanks to your time and matter altering abilities, when you roll less than 7 on a D20 test you can roll again, but you must use the new number, you can get back a spell slot as if you never used it, you can teleport to the location you were in you last turn as a bonus action, or you can alter the material of a medium or smaller object or enemy that has 15 hp or less remaining, for example, you could turn a goblin into a glass sculpture and display him in a tavern somewhere, you can only use your matter and time altering abilities 3 times per long rest +1 for every character level after level 2.
Elemental Core
As a Fateshifter, your body is mostly composed of a gel that can mimic any element that you have previously come in contact with, Fire, Cold, Air, Water, Earth, lightning, etc. By default, the gel is Acid, but as a Bonus Action you can add another element, when you add an element your gel with have both Acid and the chosen element's properties at the same time, you are weak to the opposing damage type of your selected element while it is active, for example; if your selected element is Fire, you'll take more damage from spells that deal Cold damage or when you come in contact with water until you switch back to Acid only, you are immune to Acid, and elements that match your selected elements. You can stack up to 3 element types that do not conflict with each other (not including Acid). You don't take damage from non-magic projectiles such as stones from a sling, arrows, darts, and thrown projectiles without magical properties. You can form projectile weapons, and melee weapons that are integrated with your limbs from the gel: Arm-Blade; a long blade extends from your forearm, or lower leg, or a held sword forms in your hand (2d6 Acid + 1d8 selected element type) you can also replace the 1d8 for slashing damage as opposed to elemental. Arm-Cannon; your forearm turns into a cannon, or a held rifle appears in your hand (1d12 Acid + 1d8 selected element type. 250 feet of range) the projectile explodes in a 10-foot cube. You can activate them with your bonus action and then attack with them using your action.
Arcane Infusion
You are linked directly to arcane energy itself: You can use cantrips and spells from any other class regardless of your class. Non-ritual spells don't require their components, if a spell has some but not all of its components it can still be casted but 15% of its power is lost, if a spell does not have any of its components the effect is reduced by 25%. You regain 1 spell slot when you kill an enemy with your Arm-blade or Arm-cannon from the Elemental core trait.
Celestial Shatter
You channel your celestial power to enter your shattered state; you glow with an otherworldly light, your armor shifts, cracks, and regenerates rapidly. The shattered state lasts for 1d20 rounds, and it takes a toll on your mind and body afterwards, so you can only use it once per long rest, and you are incapacitated for 1d4 rounds after it wears off
As an action you activate all of your traits on max power. You regenerate to your max HP, and 5 HP is regenerated each time you deal damage to an enemy. You get +5 to your AC, all damage you deal including damage with your Shatter-Shell creations is increased by 1d100 (roll the percentage each time you use an action that deals damage). You get +20 feet to all 3 of your movement speeds. Enemies you kill are turned to crystal and explode in a 20-foot radius on command via an action dealing the 2d12 of the damage type the enemy was killed with. All of your projectile attacks explode in a 10-foot radius. You are immune to elemental damage, and your elements do not conflict.
Previous Versions
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