Homebrew Dzin Species Details

"Writings of these prophecies are rarely ever seen, after all, the prophets who spawned such predictions needed not for it to be written down on paper. Similarly, these red-skinned friends almost never create tomes containing their myths and legends, rather, they have a very verbal way of passing on their traditions. Of course, I find my ways to document these stories anyways."

Dzins are widely known and accepted as hermits that seclude themselves in misty forests and hidden coves. Old as they are, they hold knowledge long forgotten to the other folks of this land but they are all the more oblivious to new inventions and discoveries of this rapidly developing world. Most known for their red skin and foresight, they are symbols of mystique and prophecy.

Red-Skinned Friends

Most Dzins have a deep red complexion, with jet black hair and eyes to compliment it. Occasionally some are born with more auburn/brown hair and eyes, these folks are rarer but not rare enough to be seen as odd. Generally, Dzins stand at about 5-6ft tall, rarely taller than 6ft 7 and weigh from 125 to 250 pounds. Rarely, a minute amount of Dzins are born with blue rather than red skin, these folks are a one in a lifetime sight and have even weaker bodies than regular Dzins though their mental prowess far exceed them. Blue Dzins are seen as unnatural, some even call them demonic and exile them from their settlements.

Master Mystiques

Dzins have a long history of peering into the true nature of the world, life and reality. This has granted them otherworldly abilities that put them far beyond other races when it comes to matters concerning the universe but has weakened their bodies drastically, making them physically a lot weaker than other races. Occasionally, those that have mastered the mystical arts will awaken a third eye which appears atop their foreheads. Due to the difficulty in attaining this third eye, its existence is fairly unknown to the common folks.

 

Adventurous Outcasts 

It's rare to see Dzins travel outside of their homeland and become adventurers, most that do are outcasts that have either been banished. Dzins have an incredible strong sense of companionship thus it takes something severe to ever be exiled, that is why not many Dzin adventurers like to talk or open up about their past.

 

Dzin Traits

Dzins have reached a state of mental enlightenment, granting them these otherworldly traits

Languages

You can speak, read, and write Celestial, Common and one extra language of your choice. Dzins rarely learn other languages besides Celestial and Common but occasionally some will learn others depending on their experiences.

Age

Dzins reach adulthood in their late teens but can live for a little over 500 years.

Alignment

Dzins tend toward no particular alignment. The best and the worst are found among them.

Size

Dzins vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 25 feet.

Weak Body

-1 to Constitution and Strength

Enlightenment

+2 to Wisdom and Intelligence.

Iron Mind

You have resistance to psychic damage due to your race's history of trifling in the mystical arts.

World's Pulse

World's Pulse allows Dzin's to see the souls of all living creatures in a 60ft radius around them as blue silhouettes when activated. They can use this ability to spot enemies and living creatures through physical obstacles. World's Pulse cannot see the silhouette of most spells but can see through disguise spells if used on a living creature.

If activated for too long World's Pulse can cause temporary, partial or even permanent blindness in exchange for increased range.

Time Spent Activated Range Vision
10 Mins + 90ft Partial/Temporary Blindness, disadvantage on sight ability checks and attack rolls. Lasts for half the time World's Pulse was kept active. Vision becomes monochrome.
20 Mins + 120ft Complete/Permanent Blindness. Cannot be treated. Automatically fail sight ability checks and spell attack rolls have advantage on you. World's Pulse is permanently activated and cannot be deactivated

You can choose to do a constitution check starting from 10 minutes and if it's above half of your constitution stat, you negate the blindness effect. You have to do another constitution check every 5 minutes and after 30 minutes you can no longer negate the blindness through constitution checks.

Range is reduced back to 60ft when normal vision has been regained.

Awakening

A third eye opens on your forehead and you peer a short duration into the future. You have advantage on dexterity saving throws/checks and you add 1/3 of your dexterity score onto your armour class, providing you are wearing light or no armour.

At 1st level, you can activate Awakening for 1 turn. The duration increases as you level up.

Level Duration
1 1 Turn
3 2 Turns
5 3 Turns
7 4 Turns
9 5 Turns

 

You can use Awakening once every long rest.

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