Homebrew Phenxi Species Details
Origin
Since the rise of the first dawn, creatures known as Phoenixes have existed. Only one could exist in the material plane at a time and would return to the Elemental Plane of Fire upon dying, only to re-enter the material plane after the resurrection to wreak havoc. Most civilizations lived in fear upon spotting a Phoenix as the residents knew the flying inferno would not rest until the entire area was turned to ash. Over time, people could no longer handle living in fear of the Phoenix. Sorcerers and mages joined together to create a solution: turning the creature into a human. By doing so it could no longer reign terror from the skies or rebirth to continue the cycle. It became mortal, forced to live out its days among the creatures it preferred to incinerate. Powerless. Alone.
While in this form, it created offspring later known as the Phenxi, or The Phoenix-blooded.
Life of a Phenxi
Born of the great Phoenix, each Phenxi has deep connections to the elemental plane of fire woven into their being. While incapable of a non-magical death, they are not immune to death and risk losing all memory upon rebirthing. Members of the Phenxi race are known to be nomadic and more on the neutral side of mass conflicts, unlike their monstrous heritage. They would often live in secret, secluded locations surrounded by treacherous terrain in colonies of 20-100. As wars would conclude, groups of a colonies' finest would likely be seen on either side of the battlefield-- not fighting, but rather healing the injured.
Beings with innate magic and unrivaled healing potential, it wasn't long until the world's greed took over and discovered the Phenxi's secret to immortal life: a gift that could be passed on to others, or so it was believed. The phenxi were nearly hunted to extinction in demand for their limbs and organs. An extra vertebra located right below the rib cage was especially popular, as it was believed to give the user an extra life when ground and consumed (this does not apply to the Phenxi who was born with it, as it was already a part of their body).
Phenxi Traits
Though able to pass as human, Phenxi have a rather unique set of skills.Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Ability Score Increase
Your Constitution score increases by 2.
Age
Phenxi have a longer lifespan than humans and a slower aging rate. They reach adulthood in their early 50's and can live up to 1000 years at a time before needing to regenerate from old age.
Alignment
Often members of nomadic tribes, Phenxi lean towards a neutral alignment.
Size
Phoenii vary in height, but have an extra vertebra than humans do, making them average from 5 and a half feet to over 6 and a half feet tall. 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance
Due to your Phoenix heritage, you are resistant to fire damage.
Warm Aura
Like a candle in a dark room, you have a dim glow almost constantly emitting from your skin. In darkness, this glow provides 2ft of dim light centered around you and provides low visibility. You also expel warmth within this glow.
This glow can be affected by emotions, and may shine brighter or dimmer depending on how you feel, at the players discretion. At its maximum, it can shine bright light in a 2ft radius, and dim light in a 5ft radius.
Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Rebirth
As long as your body is intact, you cannot die. When knocked unconscious or you reach 0 Hit Points, roll 3 wisdom saves in place of death saves. On a success, you may retain all memory from your current life. On a fail, you lose all memory.
You will awaken automatically in 1d10 hours. On a 1-5, you awaken with half health. On a 6-10, you awaken with full health.
If you die from old age (1000 years), you automatically fail all death saves and are rebirthed as an infant.
Sacrifice
You use your action to transfer all of your hitpoints to an unconscious creature within reach. The spell cannot be stopped after it begins unless the user is knocked unconscious.
The spell transfers 10 hit points per round and must continue until the user is out of hit points or is knocked unconscious by other means.
The creature you are resurrecting cannot be awoken until the transfer is complete.
If you are attacked while the spell is active, you must make a Constitution saving throw (DC 13) to maintain the spell. On a successful save, the spell continues. On a failed save, both you and the creature you are casting on share the damage. You will not be able to transfer hitpoints on your next turn.
If knocked unconscious before the spell is finished, the creature awakens with half the hit points they received.
* This spell results in the caster falling unconscious with 0 hit points when finished.
* You are considered immobile and prone for the duration of the spell.
* This spell has no effect on turned or undead creatures.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/26/2020 10:02:47 AM
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2001
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37
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.1
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Coming Soon
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10/31/2021 2:41:31 AM
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2225
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47
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2
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Coming Soon
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