Homebrew Squints Species Details

Squints are semi humanoid Beholder kin. They have a single large eye on their faces and sometimes have a small visible nose while but don't. They grow hair most commonly black and dark blues, browns and purples. other colors do show up though. Squints have pale skin sometimes slightly tinted pink, blue, gray or white. They are also prone to freckles. In the palms of each of their 4 digested hands is a non seeing eye. Most of the time the lids are shut but when open act as a spell fokuse. Their torso is fairly humanoid with expected sexual dimorphism but they lack a navle as they hatch from water bound eggs. Lastly their body ends in 8 tentacles ringing their hips. Squints slightly float allowing their tentacles to support them and pull them along. Squints can live up to about 250-300 years but most only make it to 150-200. After 6 months in the water Young Squints emerge and reach maturity at 6 years old. They can telepathically speak to any other telepathic creature they can see within 30 feet of them. 

In the Under-Dark you will only usually find them enslaved by Mind Flayers or sheltering with Flumps. Most have escaped to the surface after Adventures eliminated most of a group of Mind Flayers who created the fist Squints. As such it's not uncommon to find Mind Witnesses in groups of Squints. While not tied to the water like Grung, Squints do enjoy damp conditions. They tend to settle in swamps, rainforests, mangroves or ocasinaly well developed sewers. Squints are adept mushroom farmers and fishermen. Squints are very creative and despite being somewhat timid, they are very curious.

History:
A large colony of Mind Flayers experimented on a subdued Beholder. By carefully manipulating its dreams they managed to create the first Squints. They were meant to be better slaves than the Gith and more adaptable than the Mind Witnesses. They breed them for a long time before a group of heroic adventurers took down their operation leading most of them to be set free. The Squints set to work and created a village. Over time they spread some brave Squints becoming adventurers themselves. 

Squints Traits

Sqints get + 1 Wis, +1 Dex and have resistance to poison. They are weak to Radiant damage and have disadvantage on Strength cheeks. Squints can hold their breath for 3 hours. 5 at rest.

Eye of the Beholder

Your main eye gives you 10 feet of true sight and 120 feet of dark vision.

 

You have the ability to see things as they actually are. You notices Secret Doors hidden by magic, and can see things cloaked in invisibility, all out to a range of 10 feet.

You have the ability to see in total darkness, with no limitation to the range of vision.

Terrain, distance, and line of sight are the only limitations to the subject's ability to see, and the normal Spot check penalties apply on attempts to descry distant or small objects or creatures.

Darkvision is black and white only but otherwise like normal sight. You can't see in magical darkness.

Magic Eyes

You are born with 1 non seeing eye in each hand. they are inherently magical and gain any 2 cantrips. These eyes act as Spell focuses. If a eye is lost or damaged you lose a cantrip. In the unlikely event you gain additional hands with eyes, you gain that number of cantrips. (Disclaimer: Adding libs isen;t a fechore of this race and would be no less difficult than adding limbs to most anything else.)

Reactions

1 and only 1 of these can be picked as your reaction like a Tifling shose Barbed Hide or Hellish Rebuke

 Feather Fall

  • Casting Time: 1 reaction, which you take when you fall.)
  • Duration: 1 minute
  • Your rate of descent slows to 60 feet per round until the spell ends. You land before the spell ends, youtakes no falling damage and can land on your tentacles, and the spell ends.

 

Psychic Scream

  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • You unleash a psychic scream at a creature you can see within range.The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Brain Storm

  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see
  • Range: 5 feet
  • Duration: Instantaneous
  • Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2021 11:13:05 PM
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3/24/2021 11:25:35 PM
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