Homebrew Time Lord Species Details

History

The Time Lords have a very long history, and have lived in the universe almost since it was born. They originate from a planet called Gallifrey, but have influenced great portions of the universe. Time Lords were the first beings to invent time travel along with many other significant inventions, such as black holes, TARDISes, and interdimensional travel, technology equaled only by the Daleks, several millennia later. Time Lords used to be common sights across the universe, but ever since their Time War against the Daleks, they have moved themselves and the entire planet of Gallifrey billions of years into the future, and live quiet lives, away from the chaos of the universe. Time Lords have since vanished from the memories of most, and they, along with the Daleks, are now regarded as little more than fairy tales.

Society

Time Lords, while highly advanced, tend to remain far away from other species' affairs, and abide to strict codes of non-interference. In spite of this, Time Lords are fairly pompous, and some believe that Time Lords' removal from other cultures is a result of arrogance and a mindset that most other races are inferior to them.

 

Time Lord Traits

Racial Traits

Ability Score Increase

Your Constitution score increases by 1 and your Intelligence score increases by 4.

Age

For every body that they use, Time Lords typically live to about a millennium.

Alignment

Time Lords do not like to interfere with others, and are usually lawful or true neutral. Being an adventurer, however, you are probably much more inclined towards a chaotic good or neutral.

Size

Time Lords, like humans, vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Binary Vascular System

As a result of having two hearts, when you roll for death saving throws, you may reroll 1's.

Regeneration

When you reach 0 hit points, instead of making death saving throws, you may instead choose to regenerate. When you decide to regenerate, two lines of radiant energy originating from you extend to 30 feet in any direction of your choice, along with a third beam, which shoots directly upward for 30 feet. Any creatures touching these beams make a DC 12 Dexterity saving throw, taking 2d10 radiant damage on a failed save or half as much on a successful one. The regeneration process lasts for one round, during which if you take damage, you must make a Constitution saving throw with a DC of 8 plus the amount of damage taken; on a failed save, you are automatically killed. After regenerating, the beams of light disappear and you are restored to full health with a new body. In order to create your new body, take the following steps:

For 8 hours after regenerating, you heal of 1 hit point at the beginning of each round, you subtract 5 feet to your speed, and you have disadvantage on all attack rolls, ability checks, and saving throws. Additionally, you are afflicted with a form of long-term madness for the first 24 hours after your regeneration. You cannot use this ability more than 12 times, unless your DM creates some circumstance which gives you another regeneration cycle (12 regenerations) from the Time Lord government. After you have exhausted all of your regenerations, you must make death saving throws as usual if you reach 0 hit points. Even if you are resurrected after dying through a different process, you do not regain spent regenerations.

Foreign Physiology

Because of your highly alien biology, you may take different effects from certain potions and medicines. Whenever you consume a healing potion that you have never consumed before, roll 1d8. On a 1, you take a number of damage equal to the amount you would have normally healed of. This trait does not take effect with spells.

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