Homebrew Deodanth Species Details

Deodanths are surrounded in mystery and legend, with tales that range from them being created by a mad wizard deep in the Shadowfell at the dawn of time to lost time travelers from eons in the future, when the universe is old and the suns are dying. They are known to have first been seen during the early part of the Fourth Age, just as the Fimbul Winter was taking hold. Legends say the city of Dread Marmachand appeared in the Shadowfell from out of nowhere, bringing the Deodanths with it, from where ever it came. Even if they know the truth, they haven’t told anyone else.

What is known is that the Deodanths are at least partially unstuck in time, and have evolved to use that as several natural abilities. They leave after-images of themselves while moving, and have been known to manifest duplicates of themselves to confuse enemies. It is also possible they evolved in a high-gravity environment, as they are extremely fast, have superior jumping abilities, and can climb with great ease. They are true psychopaths, not evil by nature, but have difficulty to feel emotions or empathize with others. Any attachments they form are by choice, and a matter of personal investment. They tend to get bored easily, but they do extremely well in high-stress jobs or environments.

They resemble humanoids, but with coloration similar to photo negatives, with elf-like pointed ears, and little to no body hair. The sclera of their eyes is typically dark red to near black, and their nails and teeth resemble a metallic silver or chrome.

Deodanth Traits

Ability Score Increase.

Ability Score Increase.

You can add +1 to three ability scores, or +3 to one ability score, to a maximum of 20.

Age.

Deodanths reach majority at about 10 years, and do not seem to age after that point.

Size.

You are between 6 and 7 feet tall, and between 150 and 225 pounds. Size is Medium.

Enhanced Speed.

Your base walking speed is 40 feet, and you can climb at the same rate. You can make standing high or long jumps 1:1 using your base movement.

Psychopath.

You have advantage on any saving throw meant to influence you or your emotions. You are also immune to the frightened condition.

Shrouded Movement.

While moving more than 5 feet, you leave a trail of after-images in your wake. Any opportunity attacks made against you while moving are made at disadvantage, due to the after-images shrouding your exact location.

Schrödinger’s Reaction.

You can influence the quantum state of a single dice roll, making it either more likely or less likely to succeed. Once per long rest, as a reaction, you can allow an ally to make a single roll at advantage, or force an enemy to roll at disadvantage.

Temporal Duplicates.

As a bonus action, you can pull up to three images of yourself from alternate timelines, replicating the effects of the spell mirror image. You can produce this effect once per long rest,
but it is not a spell, and is not considered magic.

If you later gain the Fighter subclass Echo Knight, you can produce one additional echo as a single bonus action (2 at 3rd level, and 3 at 18th level). These are not considered a magical effect, and your echoes are indistinguishable from yourself. You gain one attack from the Unleash Incarnation feature per echo, but are still limited to your Constitution modifier uses per long rest.

Languages.

You are fluent in Common, Undercommon, and two languages of your choice. Oddly, Deodanths do not have a native racial language.

Previous Versions

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11/10/2025 6:49:40 PM
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