Homebrew Alterant Species Details

Alterants are Organics from Corisia, originally created by the Goddess of Wishes. All their existence, they've been scorned and persecuted for their otherness, and in this Space Age, they seek to snuff out any trace of magic that might cause them to be remembered.

Alterant Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

As a Alterants, you have these special traits.

Alterant Instincts

You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Alter Appearance

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

  • You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
  • Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Alter Reality

50 years ago, a blast of astral energy echoed throughout the entire galaxy. In addition to causing the Awakening of all inorganics, every organic it touched Awakened to new and spectacular powers. Alterants have the power to alter their bodies, but now Awakened, they have the power to alter reality, if only to a small degree. As a reaction, you can add or subtract a d4 from ANY dice roll. This feature has a number of uses equal to your proficiency bonus. If you wish to push past your limits, you can make a DC 10 Charisma saving throw. On a success, you regain a use of this feature. If you succeed by 5 or more, the die increases one size. Either way, the DC increases by 5. On a failure, you take psychic damage equal to a roll this feature's die, and you can't try again. At the end of a long rest, you regain all your uses and the DC resets to 10. The die increases to a d8 at level 8, a d12 at level 12, and a d20 at level 16.

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