Homebrew Ekonorian Species Details
Origins
The chaotic energies of Ekonor transformed the Ruhardian ancestors who travelled to Ekonor during the first era, creating the race of beings now known as Ekonorians. When travel between Zenith Realms became restricted, the Ruhardians trapped in Ekonor survived purely under the guide of Daphari, who at the time was a caring and loving denizen of chaos. The survivors formed close-knit communities, but due to their small number, they never managed to populate as much as the Ruhardians did. To this day, the number peaks at five thousand, with more than half of them residing in mountainous areas surrounding Citadel Obscura. When Daphari was attacked by her brother under the command of Adhina, Daphari sequestered a part of herself to hide within Ekonor, sealing herself and the Ekonorians who had sided with her within Citadel Obscura for good. Several years after she vanished, a chaos dragon appeared, preventing further approaching the Citadel. It is said that entrance can only be acquired by feeding this dragon chaos seeds, though this is a superstitious hearsay at most.
Ekonorians are characterized by their chaotic alignment, shaped by the tumultuous magic of their land. Though not inherently evil, they unilaterally hold contentment for their ancestral origins, wishing nothing more than for the Citadel to open once more and for Daphari to return to her people. Followers of this movement are called Daphators, and they believe that if enough seeds of chaos were collected, Daphari could return.
Physical Appearance
Ekonorians are tall, typically 6 to 9 feet, with a lean and muscular build adapted to their harsh environment. They share some similarities with their long-lost Ruhardian ancestors, and their skin comes in various colours: earth tones, deep blues, and vibrant purples, often with a shimmering effect.
Facial Features
The facial structure of an Ekonorian is elongated with sharp, angular features. Their large, glowing eyes are a notable trait, which may change colours based on their emotions or surrounding energies. Pointed ears of varying lengths further accentuate their ethereal look.
Markings and Tattoos
Markings are pivotal to Ekonorian identity, including tattoos, scars, and natural luminescent patterns. Once, Ekonorians possessed horns that grew from their foreheads, much like their Ruahrdian counterparts. Over time, these horns shrunk due to the overwhelming energies of Ekonor, and Ekonorians evolved to possess full-body markings and tattoos instead that replaced the horn's functions: conducting chaos. Besides their acting as bio-magical circuits for chaos, these tattoos are rich in symbolism. Reflecting bloodlines, magical affinities, or significant achievements, the markings of an Ekonorian often tells the story of their hardships.
Attire and Accessories
Ekonorians wear practical yet expressive clothing, primarily made from durable beast hides and adorned with corrosion-resistant metals. Their accessories, crafted from enchanted materials native to Ekonor, often enhance their magical abilities or protect against chaotic energies.
Cultural Traits
Ekonorians value strength, adaptability, and the skill to wield the chaos around them. Their society is built on resilience and the capacity for formidable combat and profound, complex social interactions.
Ekonorian Traits
Your Ekonorian character has the following traits.Ability Score Increase
Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.
Age
Ekonorians mature and age at the same rate as Ruhardians, with a maximum lifespan of 400 years.
Alignment
An Ekonorian's alignment is almost always chaotic.
Size
Ekonorians are tall, slim creatures that typically reach between 6 and 7 feet in height and average 180 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Fey
Your creature type is fey, rather than humanoid.
Chaotic Resistance
You have resistance to lightning damage.
Usurper of Law
You can bend reality to your will in your moment of need. As a reaction, which you take when you or an ally you can see within 60 feet of you perform a saving throw, you apply your proficiency modifier to the roll, potentially changing the outcome. Once you do so, you must finish a long rest before you can use this trait again.
Any time before you regain the use of this trait, the DM can have you roll a d100 using the table below after you fail a saving throw. You then regain the use of this trait.
|
Roll |
Effect |
|
1 |
Your feet feel uncomfortably cold, reducing your speed by 5 feet for the next hour. |
|
2 |
You emit a calming aura, giving allies within 10 feet advantage on saving throws against being frightened for the next hour. |
|
3 |
Your shadow performs silly dances independent of your actions for the next hour. |
|
4 |
A hostile demon is summoned and believes you have summoned it to fight. |
|
5 |
Your hair changes color randomly for 24 hours. |
|
6 |
You instantly grow a long, luxurious beard that falls off after 1 hour. |
|
7 |
You sneeze and each time a small frog appears then hops away. |
|
8 |
Your voice carries with authority, giving you advantage on Intimidation checks for the next hour. |
|
9 |
Your voice sounds musical and melodic until the next time you sleep. |
|
10 |
All your movements are accompanied by dramatic mime-like gestures for the next hour. |
|
11 |
You understand all written languages for the next hour. |
|
12 |
You speak in a whisper, making it difficult to be heard over 5 feet away for the next hour. |
|
13 |
You emit a comic sound effect (boing, zap, pop) with every action for the next 10 minutes. |
|
14 |
You can teleport up to 30 feet to an unoccupied space you can see once in the next hour. |
|
15 |
You lose the ability to speak any language for 1 hour. |
|
16 |
Your clothes temporarily shrink comically, but still fit for 1 hour. |
|
17 |
A gentle breeze always blows in your face, granting you advantage on saving throws against gases and vapors for 1 hour. |
|
18 |
Every step you take makes a squeaky toy noise for the next 10 minutes. |
|
19 |
You age 10 years in a matter of seconds. |
|
20 |
Your weapon dances uncontrollably for 1 minute. |
|
21 |
Your next laugh causes small bubbles to float out of your mouth. |
|
22 |
Your eyesight sharpens, giving you advantage on Perception checks for the next hour. |
|
23 |
You gain the ability to fly at a speed of 60 feet for the next 10 minutes. |
|
24 |
You gain resistance to all damage for the next minute. |
|
25 |
You can only speak in animal noises for the next 10 minutes. |
|
26 |
Your next attack deals an extra 2d10 damage of the type it normally would. |
|
27 |
Your next spell cast has its range halved. |
|
28 |
You are transported to the Astral Plane for 1 minute. |
|
29 |
Flowers you touch for the next hour grow extremely quickly and can be harvested immediately. |
|
30 |
Your feet don't make any sound, giving you advantage on Stealth checks for the next hour. |
|
31 |
You are convinced that all coins you see are counterfeit for the next hour. |
|
32 |
You gain insights into the future, allowing you to reroll any one roll you make in the next hour. |
|
33 |
Smoke gently billows from your ears when you get angry for the next hour. |
|
34 |
You become invisible for the next minute. |
|
35 |
A random item in your possession becomes incredibly slippery for the next hour. |
|
36 |
Your next jump is tripled in height and length. |
|
37 |
All your equipment disappears for 10 minutes. |
|
38 |
Your voice becomes unnaturally high-pitched for the next hour. |
|
39 |
You emit a harmless, pleasant scent that everyone can smell within 10 feet until your next rest. |
|
40 |
You shrink to the size of a mouse for the next 10 minutes. |
|
41 |
A burst of healing energy restores 50 HP to you and all allies within 30 feet. |
|
42 |
Your skin hardens, reducing incoming bludgeoning damage by 2 for the next hour. |
|
43 |
You are magnetically repulsive to metal for the next 10 minutes; metal objects are pushed 1 inch away from you. |
|
44 |
Your eyes glow faintly in the dark for the next 8 hours. |
|
45 |
Your sense of direction is skewed, causing you to read maps backwards for the next hour. |
|
46 |
Your next spell or attack automatically hits. |
|
47 |
You grow a fluffy, animal-like tail that disappears after 24 hours. |
|
48 |
You forget how to use your primary weapon for 10 minutes. |
|
49 |
You gain the ability to speak with animals for the next 10 minutes. |
|
50 |
You hiccup tiny, harmless lightning bolts for the next 10 minutes. |
|
51 |
Your hands tremble, giving you disadvantage on Sleight of Hand checks for the next hour. |
|
52 |
A small cloud hovers over your head and rains confetti when you are sad for the next hour. |
|
53 |
You gain a +2 bonus on your next ability check. |
|
54 |
An explosion centers on you, dealing 6d6 fire damage to you and all within 20 feet (save for half). |
|
55 |
You can see invisible creatures for the next 10 minutes. |
|
56 |
You can only lie, and each lie produces a random flower from your mouth, for the next 10 minutes. |
|
57 |
You speak with a comical accent for the next hour. |
|
58 |
All food tastes bland to you for the next 24 hours. |
|
59 |
You temporarily believe you are a chicken, complete with attempts to peck at the ground, for the next minute. |
|
60 |
You become colorblind for the next hour. |
|
61 |
You become incredibly itchy, causing disadvantage on concentration spells for the next 10 minutes. |
|
62 |
Your next laugh causes small bubbles to float out of your mouth. |
|
63 |
Your sense of smell is enhanced, allowing you to track creatures by scent for the next hour. |
|
64 |
Your hair momentarily stands on end, looking like you've been shocked, every time someone says "magic" for the next hour. |
|
65 |
You emit a comic sound effect (boing, zap, pop) with every action for the next 10 minutes. |
|
66 |
You have a minor allergic reaction to your armor, causing itchiness and distraction (disadvantage on initiative) for the next hour. |
|
67 |
You can walk on water for the next 10 minutes. |
|
68 |
A magic marker mustache appears on your face for the next hour. |
|
69 |
A random mundane object within 5 feet levitates whenever you gesture dramatically for the next hour. |
|
70 |
You only speak in rhymes for the next 10 minutes. |
|
71 |
You gain a temporary 5 HP shield for the next hour. |
|
72 |
Your next attempt to cast a spell may fail, as the spell fizzles out with no effect. |
|
73 |
You hear whispers clearly, giving you advantage on Insight checks for the next hour. |
|
74 |
You can only speak in exaggerated theatrical whispers for the next hour. |
|
75 |
Your tongue turns a bright shade of blue for 24 hours. |
|
76 |
You have disadvantage on the next skill check you make. |
|
77 |
Your fingertips glow like glowsticks until your next long rest. |
|
78 |
Your next laugh causes small bubbles to float out of your mouth. |
|
79 |
You are followed by a floating, glowing rubber duck for an hour. |
|
80 |
You have a minor allergic reaction to your armor, causing itchiness and distraction (disadvantage on initiative) for the next hour. |
|
81 |
A powerful ally appears to aid you in battle for the next minute. |
|
82 |
Every chair you try to sit in breaks, for the next 24 hours. |
|
83 |
You randomly teleport 10 feet in a random direction every time you sneeze for the next hour. |
|
84 |
A spectral shield floats near you, giving you +1 to AC for the next hour. |
|
85 |
You are blinded for the next hour. |
|
86 |
Your next spell cast has its range halved. |
|
87 |
You gain a one-time ability to resurrect yourself if you die within the next hour. |
|
88 |
You have a minor allergic reaction to your armor, causing itchiness and distraction (disadvantage on initiative) for the next hour. |
|
89 |
You automatically succeed on the next saving throw you make. |
|
90 |
You can cast any single spell from your spellbook for free on your next turn. |
|
91 |
Your skin hardens, reducing incoming bludgeoning damage by 2 for the next hour. |
|
92 |
Periodically emit a loud, embarrassing noise (burps, etc.) when speaking for the next hour. |
|
93 |
You can see invisible creatures for the next 10 minutes. |
|
94 |
Your voice echoes dramatically whenever you speak for the next 10 minutes. |
|
95 |
Your hair momentarily stands on end, looking like you've been shocked, every time someone says "magic" for the next hour. |
|
96 |
You emit a harmless, pleasant scent that everyone can smell within 10 feet until your next rest. |
|
97 |
All your equipment disappears for 10 minutes. |
|
98 |
You can only lie, and each lie produces a random flower from your mouth, for the next 10 minutes. |
|
99 |
Your voice becomes unnaturally high-pitched for the next hour. |
|
100 |
Roll three more times on this table, ignoring further rolls of 100. |
Languages
You can speak, read, and write Common and an Exotic language of your choice.
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