Homebrew Muse Species Details
Spirits of Inspiration
The charismatic and ethereal Muses are legendary for the inspiration that they offer others. Truly a race of Fey called the Leanen Sidhe, they took the title of the Muses due to the more benign myths surrounding the name. These fairy-like spirits have an insatiable appetite for the auras released during artistic expression and creation but an inability to create themselves. Instead, these spirits of inspiration bond themselves in a symbiotic relationship to an entity of great creative or artistic aptitude, lending their inspiring energy to their Creative and feeding harmlessly off of the aura that results.
Appearance
Muses appear as otherworldly beauties, and may occasionally be confused for Elves due to their Fey nature. Their coloring encompasses the range of coloring typical to Fairies, Elves, and Humans. When bonded to a Creative, a Muse appears to shimmer.
Bound to Creatives
Muses may lead independent lives, inspiring and feeding off of anyone they may encounter, but the healthiest and most powerful Muses tend to bond to a specific Creative.
Muse Names
Muses tend to follow Fey and Elven naming conventions.
Muse Traits
Your Muse character has the following traits.Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age
Muses mature at the same rate as Elves, but retain their youthful appearance as long as they are able to regularly consume auras of creativity. A starving Muse might appear to age rapidly until their appearance matches their true age, similar in appearance to an Elf of equal years, but appearing sickly, gaunt, and malnourished.
Alignment
Muses tend to lean toward neutral alignments by nature, but a bond to a Creative devoted to good or evil may sway them.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 110 + (1d6 × your size modifier)
Speed
Your base walking speed is 30 feet.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision
Accustomed to twilit forests and the night sky, 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. You can’t discern color in darkness, only shades of gray.
Symbiotic Link
You can speak telepathically to one creature with whom you have bonded. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature cannot telepathically communicate back to you.
You cannot be bonded with more than one creature at a time. You can bond with a creature as an action, but your existing bond with any creature is immediately severed.
When you and the bonded creature are within 5 feet of each other, you each have advantage on saving throws.
You can use this trait to take the Help action as a bonus action, targeting the bonded creature, 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, until the start of your next turn, the first time the target of your Help action hits a creature with an attack roll, you regain a number of hit points equal to 1d6 plus your proficiency bonus.
Symbiotic Trance
Muses don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion if you have established a telepathic bond with another creature; such dreams are actually the desires of the bonded creature. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep, and if you have established a telepathic bond with another creature you do not require food or drink, as you are sustained by the dreams of the bonded creature.
Languages
You can speak, read, and write Common and Sylvan.
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