Homebrew Viltrumite Species Details
"All is ours."
Such is the defining tenet for the pureblooded denizens of the Viltrumite Empire. Hailing from their homeworld of Viltrum, this highly advanced and biologically superpowered species is known throughout various corners of the multiverse; feared by countless civilizations for their ruthless violence and expansionist ideology. Being gifted from birth with fantastical strength, speed, resilience, and even flight; these militaristic warriors might as well be invincible...
...or so it would seem.
Astral Conquerors
Believing that the only way for order in the cosmos is through their rule, Viltrumites have made it their calling to find and annex as many inhabited worlds into their empire as they can; swiftly removing anything that may stand even slightly in the way of that mission.
However, there have been rare occasions where a Viltrumite's time in other civilizations and cultures eventually comes to change their mentality and nature, allowing them to grow into their own being separately from the mandates of their kind.
Whether a loyal soldier serving the will of the empire, or a lone deserter looking to find a new purpose in life, a Viltrumite's presence in a new world can never be ignored for long.
Restriction: A character from this species can only take levels in the Barbarian class, and can only pick the Path of the Viltrumite subclass.
Created by: CamunonZ
Viltrumite Traits
"All is ours."Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Creature Type
You are a Humanoid.
Alignment
The native warriors of Viltrum are a fervorous, overzealous, and implacable kind; willing to stop at nothing to pursue what they deem as the natural order of the universe. Excluding incredibly rare occasions, their alignment will inevitably tend towards lawfulness and neutrality (if not simply evil).
Size
You have the same body proportions as a regular human. Your size is Small or Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common.
Innate Flight
While you are not Incapacitated, you have a flying speed of 30 feet. Whenever you take the Dash action, instead of gaining extra movement, your flying speed becomes 120 feet until the end of your turn and you can freely move through walls or other obstacles. You burst through such an obstacle automatically with no skill check needed (leaving a you-sized hole in a wall or smashing a car aside instead of you being obstructed). If you take thunder damage while airborne, you must succeed on a Constitution saving throw (DC 10 or the damage taken, whichever is higher) or immediately begin falling.
Superior Physiology
Your kind’s exceptional metabolism grants you the following benefits:
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You are able to hold your breath for up to 2 weeks.
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You can go for 1 week without eating, drinking, or sleeping before you begin to suffer Exhaustion.
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You can finish a long rest in 6 hours. If you are at 10 hit points or lower, you take 10 hours to finish a long rest. If you spend 8 hours on a long rest while well-fed, you regain all of your expended Hit Dice at the end of it.
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You are immune to environmental effects.
Superior Durability
You subtract your Constitution modifier from any instance of acid, poison, cold, fire, or radiant damage you take.
Superior Might
You have advantage on any Strength checks or saving throws you make. Additionally, you count as one size larger when determining which creatures you can shove or grapple, and two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Brutal Blows
Your unarmed strikes deal bludgeoning, piercing, or slashing damage (your choice) equal to 1d12 + your Strength modifier on a hit. Whenever you hit a creature with an unarmed strike and your attack roll exceeds the target’s AC by 5 or more, you can knock them Prone, render them Grappled, or push them 30 feet away from you (your choice). If the creature is larger than you, they can make a Strength saving throw against the result of your attack roll, resisting this effect on a success.
Fear of Weakness
Your kind adamantly refuses to indulge in acts of cowardice, amity, or mercy. While you are in control of your own body, you are conferred the following attributes:
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You cannot wear armor, hold a shield, or wield a weapon.
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You cannot take the Disengage or Help actions.
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You are unable to deal non-lethal damage.
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You have disadvantage on any Charisma (Persuasion or Deception), Wisdom (Animal Handling), and Intelligence (Nature) checks you make.
Sonic Susceptibility
You have disadvantage on saving throws against any effects that deal thunder damage, or apply the Deafened condition. While you are Deafened, you are also Incapacitated. Whenever you take thunder damage while Bloodied, you must succeed on a Constitution saving throw (DC 10 or the damage taken, whichever is higher) or become Stunned until the end of your next turn.
Previous Versions
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5/28/2026 3:25:52 AM
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Coming Soon
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