Homebrew Dokkaebi Species Details
Mischievous, supernatural, and touched by strange forces, Dokkaebi are spirits who walk the boundary between the mundane world and the unseen. They are born from objects steeped in age, emotion, or supernatural energy, and each Dokkaebi carries a connection to the object or place from which their spirit first awakened. Dokkaebi are creatures of contradiction. Some are generous guardians who protect travelers and communities, while others are playful tricksters who delight in contests, deception, and causing harmless trouble. A Dokkaebi may bring incredible fortune to a stranger one day and challenge them to a wrestling match the next.
Their supernatural nature manifests in many ways - strange blue flames, impossible feats of strength, fleeting illusions, uncanny luck, and magical objects of their own creation. Many Dokkaebi possess an instinctive connection to enchanted tools, weapons, hats, clubs, and other objects, treating them almost as extensions of themselves.
Though often intimidating in appearance, Dokkaebi are rarely as straightforward as they seem. They are clever, unpredictable, and fiercely independent, following their own sense of fairness rather than simple ideas of good and evil.
Dokkaebi Traits
As a Dokkaebi you have these traitsDarkvision
You have Darkvision with a range of 60 feet.
Dokkaebi Resilience
Your supernatural nature makes you difficult to frighten.
You have advantage on saving throws against the Frightened condition.
Trickster's Guile
You gain proficiency in Deception or Sleight of Hand.
When you make a Charisma (Deception) check to convince someone that an obviously supernatural event was completely normal, you can add your Proficiency Bonus twice if you aren't already adding it twice.
Dokkaebi's Challenge
Dokkaebi delight in contests, especially contests of strength.
As a Bonus Action, you can challenge one creature you can see within 30 feet.
The creature must succeed on a Wisdom saving throw against your Spirit Magic spell save DC or be compelled to focus on you until the start of your next turn.
While affected, the creature has disadvantage on attack rolls against creatures other than you.
Uses: 1 per Short or Long Rest
Wrestling Spirit
You possess supernatural skill at wrestling and grappling. You have advantage on ability checks made to initiate or escape a grapple.
When you successfully grapple a creature no more than one size larger than you, you can move that creature up to 5 feet to an unoccupied space adjacent to you.
Dokkaebi Fire
A strange supernatural flame accompanies your presence.
You can produce a harmless blue flame that sheds bright light in a 10-foot radius and dim light for another 10 feet. Creating or extinguishing the flame requires no action.
As an action, you can cause your Dokkaebi Fire to flare dramatically for 1 minute. While it flares, you have advantage on Charisma (Intimidation) checks and disadvantage on Dexterity (Stealth) checks.
Uses: 1 per Long Rest
Spirit Magic
Your supernatural nature grants you innate magic tied to illusion and strange spiritual energy.
You know the Minor Illusion cantrip.
At 3rd level, you can cast Disguise Self.
At 5th level, you can cast Invisibility.
You can cast each of these spells once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You can choose Charisma, Intelligence, or Wisdom as your Spellcasting Ability for these spells.
Supernatural Origin
Your supernatural origin shapes how your abilities manifest. Choose one of the following:
Horned
Your supernatural nature manifests physically through horns, tusks, unusual eyes, or other imposing features.
You gain proficiency in Intimidation.
You have resistance to Psychic damage.
Terrifying Presence: When you roll initiative, you can cause your appearance to become terrifying until the end of your next turn.
The first creature you hit with an attack during this time must succeed on a Wisdom saving throw against your Spirit Magic spell save DC or become Frightened until the end of your next turn.
Uses: 1 per Long Rest
Wandering
You are a restless traveler who delights in exploration, games, contests, and mischief.
Your speed increases to 35 feet.
You gain proficiency in Acrobatics.
Flickering Passage: When you take the Dash or Disengage action, you can move through the space of a creature at least one size larger than you. That creature's space counts as Difficult Terrain for you, and you cannot end your movement there.
Guardian
You have taken on the role of protector, defending people, places, objects, or traditions.
You gain proficiency in Insight.
Protective Spirit: When a creature you can see within 30 feet of you is hit by an attack, you can use your Reaction to impose disadvantage on the attack roll, potentially causing the attack to miss.
Uses: PB per Long Rest
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