Homebrew Karsite Species Details

This rare breed of human is often seen as a pariah amongst its own kind. Seemingly able to absorb spells and heal from magic attacks made against them, they are seen as both a blessing or curse though rarely both to those around them. All Karsites share a few of the same physical traits. Each Karsite has a shock of white hair on their head. Some shave their heads to keep this trait less visible to others. In addition they also have heterochromia displaying one bright electric blue eye, and one of another color. 

These mutants are often found in places settled after great magical calamity, or sometimes are the result of a cursed bloodline of a rather gregarious ancient spellcaster. They are a one off from humanity, and as such try to fill out and be as diverse as they can. Many Karsites do not ever meet another of their kind, but those that do often form deep meaningful bonds in spite of any conflicting ideologies. 

Religion isn't an alien concept to the Karsites though they do tend to view it with some skepticism. They do not have it at the for front of their minds, as prayer and faith do little but give hope in dark times but rarely manifest as anything greater than such for them. Some resort to crime and other unsavory acts to get by, though a good number of them find decent success as mercantile mage hunters allowing to live some what comfortably on the fringes of society. 

 

Karsite Traits

These rare humans are charming and strong, though many spellcasters are uncomfortable around them due to their resistance to magic.

Ability Score Increase

Your constitution increases by 2 and your charisma increases by 1.

Age

Karsites are humans and age as a human would.

Alignment

Many Karsites find themselves not feeling strongly about much other than trying to survive making them trend toward a neutral alignment, though depending on where they come from they will sometimes be evil, being resentful of those who shunned them growing up.

Size

Karsites, being mutated humans, are medium, and have a similar height and weight.

Speed

Your base walking speed is 30 feet.

Magic Drain

A spellcaster struck by one of your melee attacks must immediately make a Constitution saving throw to prevent their magic from being disrupted. The DC equals 8 + your proficiency bonus + your Charisma modifier or half the damage you inflict, whichever number is higher. A caster that fails this check loses concentration on any spell they are concentrating on.  Additionally, once per long rest, you can  prevent a caster that fails this save from being able to cast spells until the end of your next round. At 5th level you can use this ability to cancel out the affect of a magic item being held by the wielder. 

You can use this an addition time per day at 10th, 15th, 19th levels. 

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Spell Healing

Whenever you make a successful saving throw against a spell of 1st level or higher, you heal 1d4 points of damage per spell level.

Spellcasting Inability

You cannot cast cantrips or spells even if you take class levels or feats that grant spellcasting abilities. This does not include spellcasting variants such as Pact Magic.  You can use abilities that allow you invoke a spell that does not use a spell slot (e.g. using Monk Ki points).  Magic items, except for scrolls, function normally for you.

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