Homebrew Enchanted Species Details

The Enchanted

Every town and village has their own folklore about the magical creatures that inhabit the untamed wilds around them. Some of these creatures have a keen interest in mingling with the mortals, and every once in a while, you will hear a tale of a fair maiden or a young lad that fell deeply in love for these creatures and developed a relationship that bore fruit. The enchanted can be a result of that union. The true nature of an enchanted is rarely clear and documented. Some enchanted are told to be part of the bloodline of a distinguished individual that was blessed by a saint, while some are told to be reincarnation of ancestors that performed incredible deeds. There are also plenty of stories of enchanted babies being born from completely ordinary couplings, making it impossible to identify what truly makes an enchanted.

Black Swans, Black Sheeps and Scapegoats

The enchanted are few and far in between. The birth of an enchanted can be interpreted either as a good or a bad omen, depending on the interpreter. Depending on how the birth of an enchanted is interpreted, the mother or the family can be shunned from their community, or gain a higher status. Sometimes, the parents themselves can’t live with the thought of raising an enchanted child, and end up taking them to churches and foster homes. Parents will do this either to get rid of the child, or to give them a chance at a better life that they wouldn’t be able to provide.

The life of an enchanted is never like their peers’ in the same community. They are always watched by elders that look for omens in everything they do. They are offered gifts in exchange for blessings that they can’t possibly provide, and they are chased for being different from the other kids. If something horrible and unexplained occurs in town, it might end up very badly for the local enchanted and their caretakers!

Different Kettles of Fish

Whatever their origin, the enchanted always have a distinguishing appearance and a touch of magic from their magical ancestors. No two enchanted are alike, and even if two enchanted can have similar magical abilities, their appearances can vary greatly. Although they are a lot more common as the offspring of humans, the enchanted can be born from any humanoid race, and they inherit physical traits that betray their mundane ancestry, like the protruding jawline of their orcish father, the shiny scales of their dragonborn mother, or the pointy ears of their elvish ancestors. Somehow, the enchanted rarely inherit their parents’ traits when those traits don’t appear in humans, so almost no enchanted inherits their dwarven parents’ darkvision, or the inherent infernal magic from tiefling parents, and the enchanted of elvish descent don’t trance instead of sleeping.

Enchanted Names

The enchanted tend to be given the same name as other people that have been raised in the same community. They can also go by a favorite nickname that was given in their youth and they got used to it, even if that nickname wasn’t given with a friendly intent.

Enchanted Nicknames: Animal, Big Head, Campfire, Dancer, Darling, Fart, Gills, Heels, Hops, Pets, Pigface, Pretty, Speedy, Torchy, Ugly

Enchanted Personalities

Being an enchanted means being different from the rest. The following tables offer personality suggestions for an enchanted character. You can roll on the tables or use them as inspiration to create your own characteristics.

d4

ENCHANTED PERSONALITY TRAITS

1

You are a lone wolf, always trying to do everything on your own.

2

You are always humble and downplay your strengths, making you the dark horse whenever you use your abilities to save the day.

3

Dealing with others was never your strength. You’ve always been a fish out of water.

4

Your peers treated you as an ugly duckling, so you don’t recognize yourself for the traits that make you unique.

 

d4

ENCHANTED BONDS

1

Your mother is the only one that ever treated you like a person. You owe it all to her.

2

You’ve always heard tales of your ancestry, and you want to know if it’s the truth.

3

You were left in an orphanage to have a life your parents couldn’t give you, and you want to finally meet them.

4

A hat, collar, or other token that reminds you of your loved ones that was taken from you by a rival. You have to do their bidding until you get it back.

 

d4

ENCHANTED FLAWS

1

The supernatural lust that might have started your magic bloodline still persists in you.

2

You’ll do everything just to get a bit more alcohol and tobacco.

3

You are special, and you demand to be treated like it.

4

A tough childhood made you prejudiced against humans.



Enchanted Traits

Your enchanted character has the following racial traits.

Ability Score Increase

Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

Age

The enchanted are told to live as long as their non-magical ancestors.

Alignment

The magic blood that courses through the enchanted and their link to the natural world make them tend to chaos.

Size

Your size is Medium, within the normal range of your non-magic ancestors.

Speed

Your base walking speed is 30 feet.

Supernatural Form

Your magical ancestry is reflected in your body shape.

At 1st level, choose how you appearance differs from your nonmagical ancestors:

  • Comely visage - Other humanoids perceive you as preternaturally attractive. Some of them might be flustered, others flirtatious, but you are sure to make an impression on anyone that meets you. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks against other humanoids. This effect is negated if you are covering your face, wearing a disguise, or if your looks were magically altered.
  • Feet turned backwards - You were born with your feet turned backwards. Besides having a hard time fitting shoes, this doesn't hinder your movement. In fact, your balance is improved, granting you advantage on Strength (Athletics) and Dexterity (Acrobatics) checks that demand balance, and your jump height and long length are doubled.
  • Odd appearance - Something about your appearance distinguishes you as an enchanted. Maybe your body is covered in scales and you have webbed feet, or you body is covered in thick fur and your nose resembles a pig snout, or you have non-functional butterfly wings growing from your back. Whatever distinguishing features you have, they make you look imposing and grant you advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against other humanoids as long as they are aware of your distinctive characteristics. You determine the specifics of what makes your appearance distinct from your nonmagical parents. These changes are purely cosmetic and have no further effect on your game statistics.
  • One-legged - You only have one leg. That makes it very annoying to find pants that look good, but does not impact your balance or your movement other than requiring you to hop instead of walking. Hopping all your life has made you resilient against exhaustion. You have advantage on any saving throw against gaining levels of exhaustion, and you recover and additional level of exhaustion whenever you complete a long rest. Your heightened stamina also gives you proficiency on Constitution saving throws.
  • Original animal form - Your original form is that of an animal, but you hide it from the public by using your second humanoid form. Choose a beast no larger than medium with a CR 1/8 or lower when you choose this option. You can shift from your humanoid for to your animal form using a bonus action, but it takes 10 minutes to transform from animal form to humanoid form. As long as you are in your animal form, all of your game statistics are replaced by that of the chosen beast with the exception of mental ability scores, hit points, alignment, and personality. You are limited in the actions you can perform by the nature the animal form, and you can't speak, cast spells, or take any other action that requires hands or speech, but you can still use innate spellcasting and activate other innate magical abilities like the ones provided by your supernatural ancestry. You can choose to meld the gear you carry in your humanoid form into your animal form. You can't activate, use, wield, or otherwise benefit from any equipment melded into your animal form. When you die, your corpse reverts back to its original animal form throughout the day, and turns back into the humanoid form during the night.

Supernatural Ancestry

Be your ancestors folkloric creatures, legendary heroes, or blessed individuals, their magic flows through you and manifest through your abilities.

At 1st level, you choose the nature of your ancestry:

  • Child of Fire - Your ancestors were blessed by fire. Maybe they were blessed by Saint Jernod, had a pact with an archfiend, had a good night with a Kurupira, or saw Boitatá up close. You can ignite your head using a bonus action. Your head remains lit for 10 minutes or until you dismiss it, and it doesn't hurt you or burn your hair. While your head is on fire, it emits light equivalent to a torch. Once per turn, while your head is on fire, you can ignite a weapon or projectile as part of an attack. If that attack hits, it deals additional fire damage equals to your charisma modifier. After you ignite your head, you can’t do it again until you complete a short or long rest.
  • Child of the River - You descend from a boto, a legendary fisherman, or someone that visited the lost city of Varnaosta, and you have inherited their innate magic and their charms. You can cast Charm Person spell once with this trait and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for this spell.
  • Child of the Sea - Your blood has a bit of Siren in it, your ancestors were blessed by Saint Luna, or you descend from a lineage of legendary navigators. You can breath both in air and water, and you have a swim speed of 30 feet.
  • Child of the Wind - Your family was blessed by Saint Daarivux, you descend from a Saci, or your ancestors flew with the couatls. When you fall and aren’t incapacitated, you can subtract up to 50 feet from the fall when calculating falling damage. You can also use a bonus action to momentarily turn into a whirlwind and teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
  • Child of the Woods - Your ancestors were legendary rangers, your family received a blessing from Saint Lavernia, or you have a bit of Caipora blood in you. Your base walking speed becomes 40 feet, and nonmagical difficult terrain costs you no extra movement.

Additionally, starting at 3rd level, your innate magic matures. You are able to cast the spell assigned to your ancestry in the table below without needing its material components. Once you cast a spell this way, you can't cast it again until you complete a long rest.

Ancestry Spell
Fire Heat metal
River Alter self
Sea Suggestion
Wind Gust of wind
Woods Find steed

Languages

You can speak, read, and write Common and another language of your choice.

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