Homebrew Alphas Species Details
Little is known about this peculiar race, all that is known is that their glowing green eyes hold untold magical powers, making Alphas the subject of vicious hunting. The Alphas' skin color ranges from a deep dark brown to a warm beige, most Alphas have kinky dark brown hair but a few have naturally ruby red hair, it's seen as a blessing from The Alpha Faerself. Every Alpha has a pair of glowing green eyes, long pointed ears, and a long fur covered prehensile tail. The Alphas are known to have innate psionic abilities, so don't look them directly in the eyes they could charm you.
Alphas do not subscribe to conventional gender distinctions but instead identify with neither, both, or a combination of feminine and masculine genders.
Alphas Traits
Ability Score Increase. Your Wisdom score increases by 1, and your Charisma score increases by 2. Age. Alphas can live up to 500 years Alignment. Neutral GoodEmpathic
You possess keen insight into how other people think and feel. You gain proficiency in the Insight skill.
You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Alpha Psionics
You have advantage on all wisdom saving throws, as well as advantage against being charmed or frightened. You also have resistance to psychic damage.
Truesight
A being with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Telepathic
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language, it can respond to you telepathically.
Telekinetic
Alpha know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You learn the mage hand cantrip. You can cast it without verbal or somatic components, the spectral hand is invisible. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
As a bonus action, you can try to shove one creature you can see within 10 feet of the spectral hand created by your mage hand cantrip. When you do so, the target must succeed on a Strength saving throw (DC 8 + your Wisdom modifier) or be pushed 10 feet away from you.
Prehensile Tail
You gain the ability to use your tail to hold and use objects and weapons which have the light property.
You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all feats that use Multiweapon Fighting as a prerequisite.
You gain an additional bonus to checks which involving climbing or balance equal to your proficiency bonus
If you posses the Unarmed Strike ability of a monk you may deliver unarmed strikes through it at no penalty, essentially granting you 10 ft reach but in doing so you only add half your Strength bonus to damage.
Friends
You have the innate ability to cast the Friends cantrip once per day simply by looking at a target. For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Dragonhawkes
The Dragonhawkes are a sect of Alphas that don't practice pacifism like a majority of Alphas do, instead they use their innate psychic and psionic abilities to bend others to their will. They get their name from the Griffon companions that they ride into battle against dragons. The Dragonhawkes despise both the Prime Deities and the Betrayer Gods, and they really don't like dragons.
Psionic Blast
You can use your action to emit a psionic blast from your eyes in a 15-foot cone. When you use your mind blast, each creature in the area of the blast must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your mind blast, you can’t use it again until you complete a short or long rest.
Previous Versions
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12/8/2020 12:37:26 PM
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1/19/2021 2:10:38 PM
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