Homebrew Eternal Humans Species Details

Description. Eternals are humans embedded within each ethnic background that are not exceptional and lack all ability score modifiers that normal humans get. Typically ignored or bullied by others, sometimes your local bartender or neighbor, these individuals experienced an injury that resulted in their death (determined by you). In attempt to preserve their life, the body unleashes a series of hormones that results in permanent genetic changes within. Then, first time, their racial ability Eternal Relentless manifests, bringing their hit points from negative or zero to 1 HP. This first event takes minutes to hours, leaving those who have seen this “miracle” as a curse or blessing. This unwanted attention leads to their out casting or abandonment of their homes to pursue their backgrounds. You may chose any racial ethnicity.

Attribute distribution. Eternals go throughout their lives not being noticed and are weaker than most people around them. It is recommended that for attributes the minimum base scores system 15, 14, 13, 12, 10, 8 or 72 point distribution be used.  Alternatively, you may only roll 3d6 per attribute accepting all values as permanent, no re-rolls. Alternatively, use of age of death event option below (please us honor system and do not cheat).

Age of death event option. Roll 1d20 to determine when Eternal gene manifested, 1: Teenager (15-19), 2-6: Young Adult (22-38), 7-14: Middle Aged (38-45)       , 15-19: Old adult (55-63), 20: Any age during Class training, character may use any standard character build including human ability score improvements. Due to eternal genes, character suffers no penalties for age and remains very healthy.

Eternal Humans Traits

Eternals belong to any ethinicity of humans and typically start as the weaker of the cohort of people.

Ability Score Improvement.

None

Alignment.

Any

Size.

5’-6’

Languages.

Common and one extra of your choice.

Eternal Relentless.

If HP drops to 0 or below they automatically get 1HP only once per long rest. There after eternals have advantage on death saves if HP fall below 0. If they role a 19 or 20 on a death save they automatically gain 1 HP and gain consciousness.

Eternal Regeneration.

During combat, Eternals have an advanced adrenaline system that pumps through the body, creating nervousness and shakes that is often referred to as the fight or flight response. When injured during combat, Eternals gain HP at the end of each turn equal to their level +CON modifier until completely healed. If at zero HP regeneration still applies. If HP below zero, must use relentless instead. HP may not exceed Max. During undisturbed Long rest, eternals only require 4hrs of sleep to gain full HP. When eternals are healed with potions or spells they can add their Eternal HP modifier to healing effect(level + CON mod.) once per long rest. Works independent of any class features, magic, or skills.

Racial Feat Options for leveling characters.

Eternal Adrenaline Heal. Only during combat, Eternals may gain HP equal to their level + CON modifier multiplied by 2. Requires one action. Use once per long rest. Works independent of any class features, magic, or skills.

Eternal Aura. Any character within 5’ of you during combat also gains HP from Eternal Regeneration at the end of each turn. Only during combat.

Eternal Adaption. Choose 2 damage types to develop immunity towards.

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