Homebrew Nothic Species Details

A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a Nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.

- J. H. Arvan's recovered journal

Cursed Arcanists

Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand.

Dark Oracles

Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A Nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.

Lurkers in Magical Places

Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some Nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.

Taken from naturalcrit,com - just pasted over for convenience.

Nothic Traits

Nothics have a number of unique characteristics imparted by their curse.

Ability Score Increase

Your Dexterity, Constitution, and Intelligence scores each increase by 1.

Age

Nothics can live for centuries without ageing, and their maximum lifespan is unknown.

Alignment

Evil creatures born of a dark curse, most Nothics are neutral evil.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light. And in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Cursed Arcanists

You gain proficiency in the Arcana skill.

Keen Sight

You gain proficiency in the Perception skill.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Rotting Gaze

You have an innate Cantrip names 'Rotting Gaze'. This takes 1 action to task, and can target 1 creature within 30ft of you. They must make a Constitution saving throw (8+your Intelligence modifier+your proficiency bonus). On a failed throw, they take 1d8 necrotic damage; on success they notice your attempt. To be able to cast this cantrip, your eye can not be covered in any way.

The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 14th level (4d8), and 17th level (5d8).

Weird Insight

You gain proficiency with the Insight skill. Additionally, as an action, you can target one creature you can see within 30 feet of you. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win, you magically learn one fact or secret about the target. The target automatically wins if it is immune to being charmed. After you use your Weird Insight trait, you can't use it again until you complete a short or long rest.

True Vision

Once per long rest, you are able to cast a version of 'True Seeing' spell. This allows you to have 'True Seeing' effects within a 5ft cone originating from your eye for 12 seconds, it also requires Concentration. To use this ability, your eye can not be covered in any way. The time it lasts increases with your level, when you reach 5th level (18 seconds), 11th level (24, 7ft seconds), 14th level (30 seconds), 17th level (36 seconds, 10ft)

Hybrid Nature

You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.

Horrific Appearance

Due to your appearance, if you are uncloaked people that fear your appearance naturally will run away or attack you, though it is not immediately. You can talk out of the situation depending on the context and environment. If you cover your hands, legs, back spikes, mouth, and eye ; creatures will not suspect you unless they are within 5ft of you, and can only know if they choose to Investigate your body. While your eye is covered in this way, your racial traits cannot be used.

Rotten Appetite

Due to how your body now functions, you gain much less fulfilment from non-rotten foods. While you can still consume them, they would reduce your hunger at half they normally would, and give you a bad stomach for a day. Rotten meat is preferable, but fruits and any other perishables will do. You can drink normally, diseased liquids can still infect you.

Languages

You speak, read, and write Common, and Under common.

Previous Versions

Name Date Modified Views Adds Version Actions
9/10/2019 7:48:54 AM
17
2
5e
Coming Soon
9/22/2019 5:52:47 PM
121
3
5e
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes