Homebrew Auranthorpe Species Details

“You see the way people look at you.

"Those sparkling eyes, welcoming as a brothels madam, staring right into their hearts." And such lustrous hair, ever flowing in a calm breeze"

"Until they see your true face that is. Then admiration becomes fear and hatred, your hair to be cut off and sold as a trinket at the local market, your organs used for spell casters delight, you are the thing of nightmares, stealing children from their beds for your devilish delights, Tieflings are more welcome than you freak!"

“And in there lies your curse,” “You know not your origins, and cannot recall the face you were given at birth, lost forever to the many faces you've stolen throughout your life" "You are nameless, shapeless, you are but a mirage in the night"

To be greeted with smiles and whispers, but to suffer in silence within, this is the fate of the Auranthorpe. And to twist the knife, you know that this is because generations ago the essence of an evil doppelganger, and foolish Elemental were fused into your bloodline. Your appearance and nature are not your fault, but the result of an ancient sin, for which you and your children and your children’s children will always be held accountable.

Mixed Bloodline

Auranthorpe are derived from elemental bloodlines, and in the broadest possible sense they still look humanoid. Innate spell casters who contain an unknown tap of arcane. However, their heritage has left a clear imprint on their appearance, in that they have many. Auranthorpe's doppelganger heritage have left them as shape changers; however they are born without true form similar to a dark Djinn.  

Self-Reliant and Suspicious

They usually grow up to be swindlers, thieves, or crime lords. Using their charm and charisma to influence others and their shape-shifting talents to stir up the occasional gang war, or civil unrest for their benefit. Sometimes they live among wealthy aristocrats where they can garnish more respect, but this is only been know to happen once. Really, no one knows much of these mysterious creatures, even their name is different from place to place, known as the babayaga in early days, they more recently are being referred to as Doppelfiends, thought to be a devilish fiend. 

Lacking a known homeland, Auranthorpe know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a companion demonstrates that they trust him or her, the Auranthorpe learns to extend the same trust to them. And once it gives someone loyalty, they're a friend or ally for life, or so that one guy said before he took its head. 

Auranthorpe Names

Names fall into three broad categories. Those born into another culture typically have names reflective of that culture. Some have names passed down through generations, that reflect their unknown heritage, or so they think. And some youth, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai

Female Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

“Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Vengeance, Weary.

Auranthorpe Traits

Auranthorpe share certain racial traits to Djinn and Doppelgangers as a result of their descent.

Speed

Your base walking speed is 30 feet, Fly at 90ft

Darkvision

Thanks to your mysterious heritage, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Monstrous Ancestry

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Languages

You can speak, read, and write Common and Auran.

Bottled Ancestry

Air Form Creature: As an Air Form creature Auranthorpe's can enter a Hostile creature's space and stop there. It can use its Action to move through a space as narrow as 1 inch wide without squeezing. 

Create Form: You can change your form to any object you have seen. In this state you cannot Attack (unless shaped as a weapon) and adopt the Statistics of the Object. It takes one Action to change Forms for simple objects and two Actions for complex Forms. The complexity is at the discretion of the GM. 

Elemental Magic: Your innate magic comes from Elemental magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty Djinn of ancient times or who might even have claimed a Elemental parent. Some of these bloodlines are well established in the world, but most are obscure. Any given Sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Bottled Respite: At 1st level, you can use one action to magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extra-dimensional space in the shape of a 20-foot-radius cylinder, 20 feet high. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. ( The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.) When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

D6 VESSEL
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

 

Compelled: At 3rd level you gain the Wish Spell and are compelled to grant the Wishes of others when capable. 

Deity Deception: At 7th level you can channel the dreaded presence of your ancestors, causing those around you to become awestruck or frightened. As an Action you can draw on this power to exude an aura of Awe or Fear (Your Choice) by increasing your size to 80ft. For 1 Minute , or until you lose Concentration, each hostile creature that starts its turn in its aura must succeed on a  Wisdom saving throw or become Charmed until the Aura ends. A creature that Succeeds the saving throw is immune to your Aura for 24 hours.

Elemental Demise: At 10th level, if you are killed you evaporate into an arcane fog before returning trapped in a magical object.

Ability Score Increase

As a Auranthorpe you Gain +2 to Dexterity and Charisma.

Age

Auranthorpe mature at the same rate as humans but live many years longer. It is unknown exactly how long their lifespan is, but it is thought that they may live as long as Djinn. 

Alignment

Auranthorpe might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many toward a chaotic alignment.

Susceptibility

When exposed to Fire, Cold, or Silver Weapon Attacks you take an additional 1d6 damage.

Freeze: If the elemental takes cold damage in Air Form, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Size

Auranthorpe are about the same size and build as humans typically; however, they are able to shape change into larger creatures. Your size is Large.

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