Homebrew Zàbrun Species Details

WARNING: This race concept is really weird as many of its features benefit other party members rather than the user. Though I’ve done my best to balance it, it’s very tricky to as this concept is so bizarre, so take it with a grain of salt. Please keep this in mind, and tread carefully if you’re going to use it.

I’m also designing a specialized class for this race, which I will link in the comments below when finished.

The Zàbrun are a very small, spread out race of unorthodox shapeshifters. Created by Infernal blood rituals, they are arguably the most unpredictable and chaotic people you’d ever meet. They are careful with who they trust, but those they do gain an endlessly loyal companion. They usually feel the need for companions in order to survive, as their innate power can only be used by another.

Devilish Touch

While very similar to humans in appearance, Zàbrun have some distinct differences. They all carry strips of Infernal runes reminiscent of red branding marks on different parts of their skin, most often on their backs and upper arms, but also around their torso and legs. Some have a pair of small, stubby horns portruding from their heads, sharper nails or teeth, or rough skin.

More minor differences are seen in their coloration. Zàbrun have white, black, orange, red, gray, and rarely brown hair. Regardless of gender, they usually have long hair. Their eyes are often red, but are sometimes a hue of yellow or gray. Their skin is uncommonly light or pale, and more so medium or darker hues.

Work of a Madman

It’s said that the original Zàbrun were created by a mad devil as failed attempts at animate weapons that could make themselves stronger. The process uses twisted magic to bind a lost soul to a weapon in a blood ritual. Further details are uncertain, as they’re vague and often contradict each other.

The origin of the Zàbrun has been traced back to the outer planes, though which one is still debated. Many scholars believe the first were created in either the Abyss or Pandemonium, and some believe they originated from Limbo. What is certain is the technique has been passed throughout Pandesmos where it continued to be practiced and experimented with. Most Zàbrun end up escaping the grasp of their creators, as they despise being contained.

Bound by Trust

Zàbrun will often join into small groups or pairs as self declared family. This often happens between Zàbrun made by the same creator, but can be as varied as only including one Zàbrun with a group of other outcasts. They find safety in groups as they are more powerful in the hands of friends. Zàbrun place their trust carefully and considerably, and breaking that trust can ruin their faith in others unlike them. It’s extremely rare for one to betray another because they’re the only ones who truly understand how much Zàbrun need others to rely on.

Zàbrun Names

While the creators of Zàbrun give them names, they are often derogatory. Most often their creators give them names reminiscent of the weapon they can transform into, a nickname like ‘hammer head’ or ‘axe face’, or they’re just assigned a number in Infernal tongue. Because of this, many end up naming themselves. Zàbrun who ‘adopt’ each other as family will decide their surname together.

Magic Mechanics

As Zàbrun are magical in nature, I’ve gone into depth into their mechanics around various spells. Whether or not you use them is up to the DM, but I think they add more depth and personality to the race. For the purposes of spells, you count as an object (and person still) in weapon form but are unaffected by spells that manipulate them like Animate Object. Locate Object works on you in either form. Mending can be used to stabilize you while unconscious, and also needs to be used on you after you’ve taken acid damage in weapon form. Failure to do so before you transform back results in half the acid damage taken in necrotic damage. You count as a shapeshifter, and are effected by spells as such. If reverted back to your ‘original form’ as described by the Moonbeam spell, you revert to weapon form. The same happens when Dispell Magic is cast on you- you become stuck in weapon form for an hour, and must succeed a charisma saving throw equal to the caster’s DC to revert back. You can repeat this saving throw every minute after the hour. You also revert to weapon form in zones of anti-magic.

Zàbrun Traits

Zàbrun share the following traits.

Ability Score Increase

Your Dexterity and Constitution scores increase by 1, and one ability score of your choice increases by 1.

Age

Zàbrun age about half the speed of humans and can live up to 230 years.

Alignment

Zàbrun tend to be very chaotic, and mildly lean away from good.

Size

Zàbrun tend to be slightly shorter than humans, and naturally have a bit more fortitude. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Because of your Infernal origins, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Weapon Shift

As a Zàbrun, you have the unique ability to transform into a weapon as a bonus action. You can transform into one kind of weapon from the weapon list in the PHB and gain its properties while transformed- you cannot change this choice. When you transform, your equipment transforms with you. In this form, you can be wielded by another creature (as long as it’s physically capable of doing so). While transformed, you gain the following features:

  • While transformed, your attacks are magical and you gain resistance to all non-magical damage. However, this resistance does not apply to acid damage; which you are vulnerable to.
  • While transformed, you precieve your surroundings as dim light unless in conditions you can’t see.
  • While transformed, your Strength and Dexterity saves are dependent on the creature weilding you. If there isn’t one, you fail automatically. 
  • If you drop to 0 hit points in weapon form, you revert back to your normal form unconscious.
  • If holding concentration, you have to roll a concentration check each time you’re used to attack.
  • In weapon form, the only actions you can take are transforming back as a bonus action, making an Intelligence, Wisdom, or Charisma check, ones stated in your race features, and certain other abilities. You cannot cast spells or use actions that require you to move in some way, and can only use features that affect just you (such as second wind, slow fall, primeval awareness, etc). Upon transforming, your speed drops to 0. You can still talk normally when transformed, though your voice has a light echoing effect. You can also communicate via telepathy with the creature weilding you.
  • In weapon form, you can attempt to make a creature drop you by burning their hand. As an action, you cause the creature to take fire damage equal to your proficiency bonus and make a Constitution saving throw (DC 8 + your proficiency bonus + your constitution modifier). On a failure, the creature drops you, though it may choose to drop you anyways. Creatures that resist fire damage have advantage on this save and creatures immune to fire damage succeed automatically. 

Inner Strength

Your weapon form becomes more powerful as you do. In weapon form, you have the +1 property. At level 6 that value increases to +2, at level 11 it becomes +3, and at level 16 it becomes +4.

Awakening

Upon reaching 8th level, your weapon form now feintly glows with magical runes. You gain a magical enchantment to your weapon form. Choose one of the following attributes:

Bane- Choose one of the following types of monsters- Abberations, Celestials, Constructs, Dragons, Elementals, Fey, Giants, or Oozes. Upon striking a creature of the chosen type in weapon form, it takes an additional 3d6 weapon damage. The amount of damage increases as you gain levels; it increases to 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 20th level.

Drain- When the creature wielding you rolls a 19 or 20 to hit, you gain half the damage dealt as hit points. You can disperse these hit points between yourself and the creature wielding you. At 13th level, you also deal an additional 10 necrotic damage on those rolls, and at 18th level this increases to 20 necrotic damage and also activates on a roll of 18.

Elemental Aspect- Choose one of the following elements- Cold, Fire, Force, Lightning, Poison, Thunder. Whenever you hit an enemy in weapon form, you deal an additional 1d6 damage of the chosen element. This damage increases to 2d6 at 13th level and 3d6 at 18th level.

Warp- As an action, you can warp to any unobstructed location you can see within 30 feet of you. When you teleport, you choose your orientation as well. You can also teleport straight into the grasp of an ally in range as a reaction. If you do so, the ally wielding you can no longer use their reaction. The range increases as you gain levels; it becomes 40 feet at 12th level, 50 feet at 16th level, and 60 feet at 19th level.

Languages

You can speak, read, and write Common and Infernal.

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