Homebrew Anathema Species Details

Anathema are esoteric and solitary creatures whom bear the Curse of Malar. The curse alters their original bodies and wipes all memory of who they were. They take on the form of large bestial monsters, tall, covered in fur with grim visages. Their appearance causes those who gaze upon them to feel extreme apprehension, fear and anxiety; driving most to act violently against them on instinct alone.

Given the nature of their curse and the effects it has on others; it is not an uncommon practice to don a stag skull as a mask to hide their faces so they may interact in public more effectively. While not required, this tradition was adopted to honor Karst of the Everwood; the first of the Anathema. 

Ranging from 6 to 8 feet in stature with dense muscles, they make excellent warriors. However, regardless of their imposing stature, they can be adept at the arcane as well. With their raw strength and guile, they can be the deciding factor in combat.

With their heightened sense of hearing and smell, they are excellent hunters, able to feed up to 5 people daily from what they can forage and kill. 

Along with their size, the effects of the curse make them proficient in both persuasion and intimidation. Though one may argue that persuasion through fear, even if no threat is made, may be classified as intimidation. Regardless, one cannot argue with results. However, they rarely have the patience for diplomatic matters; so lengthy political discussions, meetings or any other drawn out conversations are something they avoid.

All Anathema must struggle with the voice of Malar calling them to violence. Dubbed as the Red Calling, or simply the "Itch", the impulse to act violently is ever present in their minds. Described akin to a minor itching sensation (hence the nickname) at the back of their brains, Anathema constantly feel the need to appease this sensation. Through great effort, the Anathema can suppress this impulse and be in control of it, though never rid of it. During times of great stress, they may lose their grip of control and become susceptible to losing themselves to their dark impulses. Some Anathema do not fight the Red Calling, and instead embrace it; becoming little more than murderous beasts. 

Anathema Traits

Darkvision, profiency in perception, intimidation, persuation, resistant to poison, disease and cold. Read and speek Abyssal.

Darkvision

Can see in near total darkness up to 60 ft.

Cold Resistance

Half damage from cold attacks. Immune to exhaustion from extreme cold.

Poison Resistance

Advantage on Saving Throws. Poison damage decreased by - 2.

Disease Resistance

Advantage on saving throws. Duration of any and all diseases is reduced by half.

Heightened Senses

Proficiency with advantage on Perception saving throws and checks.

Red Calling

During periods of significant duress, the DM may request a Wisdom saving throw be made. Upon failure, the Anathema may momentarily lose control and commit brutally violent actions. During this time, the player must either make a successful Wisdom saving throw to regain control, or some other intervention deemed sufficient by the DM must be made.

Unsettling Appearance

Any person or creature that views your face directly must make either a constitution and or wisdom saving throw. Upon failure, they may either act fearful, run away, or act aggressively towards you.

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