Homebrew Alba (Albian) Species Details

Albians trace their origins to "The Great Warp" an incident involving Limbo and the Feywild, most think they used to be Elves. That mystery has left its mark, for though Albians are found only throughout the Material Plane, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift. Some Albians give in to Limbo, great chaos that stirs within.

In some planes, such bonds lead Albians to form communities with deep ties to each other. In the Forgotten Realms, vast legions have emerged, with ranks upon ranks of devoted soldiers noteworthy for how effective they are at fighting as a unit.

Albians are as tall as humans. They have slightly pointed ears, but with less lithe faces than elves, more akin to humans. An Albians most defining feature is their eyes, They range from normal human colors in addition to purple, yellow, and red. They also have something called an "Ajna" or a third eye, when closed is not visible unless closely examined, unless They are born with an Ajna guard a bone or growth that opens up to reveal the Ajna when needed.

Alba (Albian) Traits

Your Hobgoblin of the Feywild character has the following racial traits.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

You are a Humanoid.

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.

Design Note

The “Creating Your Character” section provides special character-creation rules for the race options in this article. The races that use these rules can coexist seamlessly with races that use other rules. For example, the race options in the Player’s Handbook have built-in ability score increases, while the races in this article don’t. Race options from both sources can adventure together.

If you’d like a race that doesn’t appear in this article, such as an elf or a dwarf, to have similar ability score flexibility, the book Tasha’s Cauldron of Everything provides a rule, called Customizing Your Origin, that gives you that flexibility. That book also gives you the option of building your own race, rather than choosing an existing one. That option is called the Custom Lineage. No matter which option you choose for your character—a race in this article, a Player’s Handbook race, a race modified by the Customizing Your Origin rule, or a Custom Lineage—you can adventure with characters who are built with a different option.

This sidebar builds on the design note in our previous Unearthed Arcana, “Gothic Lineages.”

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Darkvision

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 discern colors in that darkness only as shades of gray.

Dualistic Fey Ancestry

You have advantage on saving throws you make to end the [Tooltip Not Found] condition on yourself.

Gift of Humble Chaos

You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:

Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Eye of Rebuke. You and the target of your Help action each add a 1d4 psychic damage to your attack rolls until the start of your next turn.

Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.

Fortune from the Many

If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.

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