Homebrew Drineboon (2.0) Species Details

Description

The average Drineboon have full, pillow-like bodies that are soft like cloth, but easily capable to take as many blows as any other species. Their bodies do feature stitches and small magical chimes, made of a metal that only the Drineboon know. The cloth has been seen in almost any print, pattern, and color, but always feels like "the plushie of a young child", or your "childhood blanket". According to them, this is to keep people from panicking, as they truly mean no harm, and, along with the sounds of their ringing chimes, keep people at ease when the Drineboon appear and go about their work. Along with their magical prowess, they are often loved by mortal children and are often known as "the floating Happy-Men". Their bodies usually have tons of pockets or have a satchel bag over their shoulder, to collect little pieces of places they have been.

The Drineboon all share 2 specific traits that allows them to be identified. Their legs feature a metal, peg-like foot that weighs the lofty body of a Drineboon to the ground, but allow the body to fly at a moment's notice. Their heads always feature a round, perfectly circular mask that somewhat resembles a button, which always has at least 2 circular holes that one could mistake for eyes. 

Society

The Drineboon are always connected to each other via their mystical nature, so they never needed a central city or base of operations. However, Drineboon enjoy hanging around mortals, especially children, since they enjoy mystifying children with their innate magical powers. However, when they are needed, they will quickly fly to the source, in a gust of wind. They sometimes form roaming groups of Drineboon, known as "Wish-Bands". These bands can number from two to ten, though larger "Wish-Bands" have been recorded. These groups of Drineboon will appear in a gust of golden wind, delegating equal tasks to the members of the group, which they will perform quickly, without saying a word between them.

However, Drineboon sometimes take interest towards a particular place, and will begin to take up residence there. They often begin to make small "Mem-Cakes", which usually appear as small items that certain people, people close to that Drineboon, held dear. They carry these items in the numerous pockets or satchel bags they have on their person. If they must take a name, they will either take the name of the town they've adopted, or choose the name of a person they personally hold or held dear. They will care for the place they care for like a parent caring for a child, helping the town to prosper and grow, both financially and emotionally. If two Drineboon, both defending their adoptive homes, are forced to fight, they will not fight, but they will instead come to a non-violent compromise, and will try to give this compromise to the leaders of their respective towns.

Drineboon (2.0) Traits

The Drineboon are naturally magical beings that assist all mortals they come across, be they good or evil, lawful or chaotic. Their supportive nature is backed up by their ability to be there for a party, whenever they are needed.

Stat Bonus & Vision

+2 to Charisma, +1 to Wisdom, -2 to Strength. The Drineboon have Darksight up to 30 ft, and have Truesight up to 10 ft.

Lightweight Form

Drineboon have a fall speed of 60 ft per round, and land without taking fall damage. 

Move Like The Wind

When not in combat, or when an ally is injured, The Drineboon will hover off the ground and gain a flight speed of 65 ft per round.

Out-Of-Body Repair

When a Drineboon NPC or PC loses their total hitpoints, their body releases the collective of spirits in order to repair their body. This “Wind of Boon” has a flight speed of 50 ft per turn, and possess telepathy in a range of 45 ft. They will possess any small object, like a needle & thread or repair kit. When their body is repaired, the “Wind of Boon” will return to their body and act as they did before they “died”.

Innate Magics

 All Drineboons can cast these spells without using spell slots or material components, and use Charisma as their Spell Save. They can also use the Prestidigitation cantrip as a cantrip, no matter the class they play.

1/Day: Feather Fall (Accessible at 2nd Level), Comprehend Languages (Accessible at 2nd Level), Dimension Door (Accessible at 4th Level), Light (Accessible at 4th Level),  Sending (Accessible at 4th Level), and Arcane Gate (Accessible at 8th Level).

Unprobable Mind

Drineboon are immune to certain spells, like Detect Thoughts, Probe Thoughts, and spells that would force a Drineboon to perform an action that they normally wouldn't do.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2020 2:39:50 PM
6
1
5e
Coming Soon

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