Homebrew Dungeon Born Species Details

Dungeon Born are unique hominoids manifested directly from condensed mana pools of sentient, living dungeons. unlike surface races, they carry a physical fragment of a dungeon core's spatial and material warping power within their bodies. they do not view subterranean ruins as dangerous monster dens., but as living ancestral homes.

Dungeon Born Traits

As a Dungeon Born, you possess the following core reality warping abilities.

The Vault

Your mana core is tethered to a personal, isolated pocket plane of existence used exclusively to store material wealth and gear, completely bypassing physical physical weight limits. living creatures cannot enter this space. you can use a action to touch an object and shunt it clearly into the vault, and as a bonus action to retrieve any single stored item directly into an open hand. the absolute weight capacity of your vault physically expands as your Proficiency Bonus levels up

*PB+2 (levels1-4) max 100

*PB+3 (levels 5-8) max 250

*PB+4 (levels 9-12) max 500

Digital sheet tracking

To track your vault storage separately from character inventory, go to your dnd beyond Equipment tab click Manage Equipment, and add a standard Backpack to your inventory. click on that backpack, select Custom rename it to The Vault and change its weight override to 0. You can now filter and dump your stored items into the separate backpack box without it adding to your physical caring weight.

Core Companion

You are permanently accompanied by a invincible floating, coin sized wisp tethered to your soul. The Advisor: its constant vigilance sharpens your senses . you gain proficiency in the insight or perception skill (your choice). Flash of Focus: Once per long rest, your wisp can absorb raw environmental ambient mana to clear your mind. As a Bonus action, it grants you a Flash of Focus, giving you advantage on the next INT/WIS/CHA saving throw you make within the next minute. Aura of Light: on your command no action required the wisp can emit bright light in a 10 foot radius and dim light for an additional 10 feet, or extinguish itself completely so you can stay hidden in total darkness.

Sphere of influence

you project a miniature version of a dungeon's reality warping territory around your body. you learn the Mold Earth cantrip. Additionally, as a bonus action, you can manipulate the terrain in a 10 foot radius centered on yourself. For 1 min, you can make the floor inside this zone difficult terrain for your enemy's, or smooth it out to allow your allies to ignore difficult terrain. once you use this feature, you cannot do so again until you finish a short or long rest. 

Essence Manifestation

When you finish a long rest, you can choose the soul essence of one creature you have slain in the past to manifest as a loyal translucent construct. the minion uses its original stat block, but you scale its stats to your level: max HP=5 x your level, Ac = 10 + your proficiency modifier. Attack roll = your Spell Attack Modifier or STR/DEX + Proficiency modifier Damage roll = original dice + your proficiency modifier.

Autonomous core: The minion shares your initiative and takes your its turn immediatly after yours. it obays your mental commands automaticlly. it can preform any action in its stat block, including attack actions. the minion can make a total number of attacks during a single combat encounter equil to your Proficiency Bonus.

Boss Synchronization: You can manifest creatures that possess Legendary actions unless you spend your entire preceding turn taking only defensive or utility actions (such as Dodge, Dash, Disengage, or Hide) if you attack, cast an offensive spell, or deal damage on your turn your minion's legendary actions are locked And cannot be used again until the next dawn.

System power tiers: Max (CR) scales with your level (1-4 max CR=2-4) (5-8 max CR=5-7) (9-12 max CR=8-10) (13-16 max CR=11-13) (17+ Max CR 14-16)  

 

Dungeon Resilience

your body is forged from the resilient, adaptive mana of a living dungeon core. you have resistance to poison damage, and you have advantage on saving throws against being poison.

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