Homebrew Gallifreyan Species Details

You come from a species that seems to never die. When a member of this race dies, they regenerate into a totally different species than its starting one. Any Officially released D&D race can start as this subset race.

Gallifreyan Traits

Time Lord

Regeneration

When you character dies, you do not die out right. Instead, your body starts to regenerate. Roll a D8, whatever number you roll, follow those rules for picking your new race below:

1 - Player’s Handbook - Roll a D10, the number you get is the race you get (player chooses the sub race if one is available): 1: Dragonborn/2: Dwarf/3: Elf/4: Gnome/5: Half-elf/6: Halfling/7: Hobgoblin/8: Human/9: Tiefling/10: DM’s Choice

2 - Mythic Odysseys of Theros - Roll a D4 (player chooses the sub race if one is available) on a 1or 2 you are a Leonin, on a 3 or 4, you are a Satyr

3 - Elemental Evil Players Companion - Roll a D6, the number you get is the race you get (player chooses the sub race if one is available): 1/2: Aarakocra - 3/4: Genasi - 5/6: Goliath

4 - Volo’s Guide to Monsters - Roll a D12, the number you get is the race you get (player chooses the sub race if one is available): 1: Aasimar/2: Bugbear/3: Firbolg/4: Goblin/5: Hobgoblin/6: Kenku/7: Kobold/8: Lizardfolk/9: Orc/10: Tabaxi/11: Triton/12: Yuan-it Pureblood

5 - Eberron: Rising From the Last War - Roll a D6, the number you get is the race you get (player chooses the sub race if one is available): 1: Changeling/2: Kalashtar/3: Orc of Eberron/4: Shifter/5: Warforged/6: DM’s Choice

6 - Guildmaster’s Guide to Ravnica - Roll a D6, the number you get is the race you get (player chooses the sub race if one is available): 1: Centuar/2: Lokodon/3: Minotaur/4: Simic Hybrid/5: Vedalken/6: DM’s Choice

7 - DM chooses any D&D Race from any Officially Released race avalaible

8 - DM chooses either an Unearthed Arcana race or Homebrew race

When you regenerate, your body is surrounded by a orange light, once the light disappears, you are now your new race. Once this occurs, for the next minute, you cannot be harmed by any attack, regular or magical. Once that minute is up, you start as the new race with half of that race’s maximum HP. If your minute is up at the end of battle, you will need to take a long rest within 24 hours to regain your maximum HP or your character will have it’s HP be max at whatever your HP was when you regenerated (this can only be changed by a wish spell).

Your stats change from one race to another and you can choose one ability check from your last race to bring over, if you are already proficient with that skill, you can double the result of the roll. You cannot bring the ability check over more than once.

Take It With You

Due to your unusual nature, regardless of whatever race you change into, you can add the below modifiers to every race you get, along with your starting race:

+2 to Constitution - This is due to the fact that you were born with two hearts instead of one

+1 to Intelligence - You have some uncanny knack to learn and remember things easier than most people

+1 to Charisma - You have a knack to get people to like you and trust you

Resistance to extreme cold

Resistance to Poison - This is due to your physiology 

12 and Counting

Once you start with this subset attached to your starting race, once you die, you can do this only a limited amount of times. After that first death, you only have 12 more times to regenerate until you are dead and gone forever.

Immortal....

When you attach this subset to your starting race, your body ages at 1/8th the normal rate. You can be 400 years old but only look 50 (this is in human years).

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