Homebrew Fateshifter Species Details
Fateshifters were created by temporal dragons who 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 called the Arcane Core; the Core contains and protects the Fateshifter's heart, while also producing the gel that makes up most of their body. 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 that functions similar to human muscle, but transparent and made of crystals that glow when pressure or stress is applied. Their flesh and skin are 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, texture, 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 their frightening appearance; they eat magic items, crystals, 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 or her hand, he can then transform his arm into a cannon, and fire blobs of gel that deal magical damage. Fateshifters can also create shapes made from their arcane gel and armor plates and use them to temporarily create weapons, projectiles, or tools, like lock picks, bright lights.
The gelatinous material Fateshifters are mostly made from can mimic arcane energy it has previously come in contact with, this allows them to choose a damage type for weapons they form from the magical gel, it also makes them resistant to non-magical projectile attacks like arrows or thrown weapons. Fateshifters become weak to damage that is the opposite of their chosen damage type; if a Fateshifter sets their arcane 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 can have 6 large retractable wings, and 6 retractable tentacles. A Fateshifter does not use their wings to fly in a conventional sense; instead, their wings enable them to tear space and time to enter a temporal flight, while in this state the Fateshifter can teleport to any location within flying distance, if a creature is touching the Fateshifter when they enter temporal flight; the creature will take psychic damage and has a chance to receive the frightened condition. Fateshifter tentacles are made primarily for climbing but can also be used to grapple medium or smaller creatures and manipulate objects. - Creature Type: Construct
- Size: Medium (about 7-12 feet tall)
- Speed: 40 feet
- Climbing Speed: 30
- Temporal Flight speed: 50
Fateshifter Traits
As a Fateshifter you have these special traits.Temporal Perfection
Fateshifters can alter time to their convenience.
You can reroll D20 tests that roll 7 or lower up to 3 times per long rest.
You always have the Haste, Slow, and Hold Monster spells prepared and any one of them can be casted without components 1 time per short rest.
When you are reduced to less than 7 HP you can use your Temporal Flight movement speed to move to any space within flight distance that is not within melee range of an enemy.
Eldritch Anomaly
Fateshifters can have 6 large retractable wings, and 6 retractable tentacles. A Fateshifter does not use their wings to fly in a conventional sense; instead, their wings enable them to tear space and time to enter a temporal flight, while in this state the Fateshifter can teleport to any location within flying distance.
If a creature is touching the Fateshifter when they enter temporal flight; on a failed save the creature will take psychic damage (1d4 per 20 feet traveled) and receives the frightened condition (use WIS as your spell casting modifier for this ability).
Fateshifter tentacles are made primarily for climbing but can also be used to grapple medium or smaller creatures and manipulate objects.
Celestial Superiority
There may not be much known about the Temporal Dragons, but one thing is for sure that they have a knack when it comes to their craftsmanship being superior to any other being, and you are one of their many perfect creations.
Your presence tampers with the minds of others; you have advantage in charisma checks, and you are immune to being charmed.
Arcane Core
As a Bonus Action 1 time every 24 seconds you can change/add to the damage type of your Arcane Core to a damage type that you have come in contact with in the past; when you change damage types your gel produced by you core will gain the chosen damage's properties, you are weak to the opposing damage type of your selected damage type 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 disable that damage type (You can only disable 1 damage type every 6 seconds), but you are resistant to damage types that match your selected damage. You can stack up to 3 damage types (1 for every 24 seconds) that do not conflict with each other.
Because you are mostly made from gel, when you don't have any damage types selected for you Arcane Core, non-magical attack rolls against you (Bludgeoning, piercing, and slashing) have disadvantage.
You can form projectile and melee weapons that are integrated with your limbs from the gel when you have a damage type selected as a bonus action (1 weapon per limb including your tentacles, and you can only attack with 1 at a time unless a class trait or other ability says otherwise), when you have more than 1 damage type selected you must choose 1 damage type the attack will deal from the damage types you have active:
Arm-Blade: As a bonus action, a blade extends from your forearm, lower leg, a held sword forms in your hand or extends from a tentacle (Light 1d8 selected damage type + Nick after character level 5)
Arm-Cannon; your forearm turns into a cannon, a held firearm forms in your hand or extends from a tentacle (Loading 1d8 selected element type + Topple after character level 5. Ammunition (150/600 feet of range) gel spike. The projectile explodes in a 10-foot cube.
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