Homebrew Dzin Species Details
"Once were people of mystic will,
Who meditated on mountains and hills,
They opened their eyes,
Saw naught but lies,
And went blind, from then, till."
Dzin's are a humanoid race, known in the land for having powerful prowess in their eyes. They excel in situational awareness, avoiding attacks, and resisting mental damage.
Dzin's typically have dark red skin, orange eyes, and brown hair. They also have a rarer variant in which they have blue skin, blue hair and purple eyes
Dzin Traits
Dzin are masters of awareness attuning in with the world to get the upper handMental Aptitude
Meditation throughout the years and your lineage has brought you wise sense from the world. Gain +2 Wisdom +1 Intelligence
Gain proficiency in Perception and Insight
Earth Speakers
You have focused long and hard with the earth. You know Common and 2 languages of your choice
Iron Mind
After many years of meditation your mind has become steeled against trauma. You are immune to all effects that would charm or make you fearful.
World's Pulse
Tapping into the world's wisdom you give up your sight in return for the world's.As a bonus action, Gain 20ft truesight until you dismiss the ability removing your normal vision while this is active. For every 30 seconds you are in World's Pulse you will gain an additional 30 feet to truesight but your normal vision will weaken until you take a long rest. Using the ability multiple times before a long rest will count as 30 seconds passing for each activation. After gaining 100 feet truesight you will no longer be able to deactivate World's Pulse and will become permanently blind.
Awakening
Starting at 8th level your third eye opens giving you an additional +1 to perception and letting you see your enemies' movements before they take them. Once per long rest you may dodge any direct attack against you as long as it does not have a area of reach, (Spells what do damage over a radius or an attack that targets multiple tiles) or you are grappled or restrained. The number of dodges increases by 1 for every other level beyond 8th reaching a max of 6 dodges at level 20.
Previous Versions
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Posted Aug 6, 2021All these are reference points for a homebrew campaign with an entirely different ruleset, I know the abilities seem busted or incomplete for a 5e campaign. I just had to publish them so my friends can see them