Homebrew Enderman Species Details
Endermen are a race of tall, pure black beings originating from the End. This is a race based off of the game, Minecraft. If you are not familiar with that game, it won't make much sense.
Enderman Traits
As an enderman, you have a variety of unique and mysterious abilities.Ability Score Increase
Your Strength, Dexterity, and Intelligence scores all increase by 1.
Age
Endermen reach maturity at 25, and have been known to live up to 500 years.
Alignment
Most endermen are neutral, rarely willingly engaging in active combat unless provoked. They prefer a lifestyle by themselves, away from the throws of human civilization.
Size
Endermen can grow to be nearly 10 feet tall. Your size is Large.
Speed
Your base walking speed is 30 feet.
Darkvision
Originating from the End, your eyes are accustomed to low-light. 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. In darkness, colors are inverted for you.
Child of the End
You know the mold earth cantrip. At 3rd level, you can cast the misty step spell at will once per short rest. At 5th level, the distance you can travel with the misty step spell (when cast using this ability) is doubled (60 feet). Intelligence is your spellcasting ability for both of these spells, and casting them with this ability does not require any material or verbal components.
Water Vulnerability
You are vulnerable to water-based attacks (ex: maelstrom, wall of water, etc) and touching both magical and non-magical water. Touching non-magical water deals a base of d4 acid damage -- ignoring any resistances or immunities to acid -- per round/6 seconds that one is in contact with the fluid. Drinking non-magical water deals a flat d8 acid damage with the aforementioned exceptions to resistance and immunity. This vulnerability does not extend to magical ice, but can be applicable to non-magical ice if it begins to melt and makes contact with you. Because of this, an enderman does not need to drink any liquid to survive.
(On your character sheet, acid is used as a placeholder for water under your vulnerabilities because of the lack of a water damage type. You are not vulnerable to regular acid, don't worry.)
Languages
You can speak, read, and write Common and Deep Speech.
Optional - Abberation
You can choose for your creature type to be abberant, instead of humanoid. Doing so would grant you resistance to psychic damage. Discuss this with your DM, as it would define the creature type of this race in their world.
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