Homebrew Fullbringer Species Details
"Looking at yourself in the mirror again? Your complexion wont change"
Her sunken eyes, surrounded by dark rings, contrasting the paleness of her skin, looks at him with worry.
"You know what they think right?" He asks her softly. "They think you look like---"
"Death" She finishes. Dropping her gaze solemnly to her feet. "Ive know they think that, i think that too"
He kneels down before her, cupping her head in his hands. "Hey, dont be like that. I know you are different and that you feel alienated from the others. I'm so sorry, but there's nothing we can do about it. This is your lot in life, and you cant let it break you or bring you down. The stress isn't going to make you look any better." He lifts her eyes to meet his, trying to comfort her with a gentle smile. "You have been dealt a bad hand, at its made everything difficult, but you dont have nothing. There's a talent in you that no-ones ever seen before. Its up to you to find that talent and use it to make a life for yourself. The world gave you so little, but you can still give so much to me, the world, and most importantly, to yourself. Okay, muffin?"
- Abraham Scoole, Fallen Angels
A Fullbringer's Birth
Fullbringers are beings born with the eponymous ability Fullbring, which allows them to manipulate the souls that reside in all physical matter. Their powers are constituted by undead spirits. Like all sentient humanoid creatures, they are born or hatched, however they differ in that they each have a parent who were injured by an undead before they were born. As a result, traces of the undead's essence remained in their parents bodies, which were then passed onto them at the moment of their birth. Binding to their own soul and becoming part of their physiology. Consequentially, their powers more closely resemble the undead than those of the living.
What makes them special
Their ability, called Fullbring, enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to “pull” on this soul, Fullbringers can manipulate the object's movement or even alter its physical characteristics. For example, Fullbringers could have a beverage assist them in drinking it by pulling on its soul, drawing it into their mouth. Likewise, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile. Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly. While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the world. However, they do carry their abilities into the afterlife.
Visible Differences
Fullbringers are born just like anyone else of their species. They share the same shape and basic features. However their undead essence has altered them. Their skin and color are pale and they lack they refined abilities their species has been gifted. A Leonin Fullbringer will have fur that's been washed a dull white with their claws not as sharp or strong. A Lizardfolk Fullbringer will have pale scales that are too brittle to afford real protection and their fins are softer, drooping over if they would stand tall and hard. Fullbringers do have their unique power though, to make up for this difference to their kin. With these abilities they can still be a benefit to society and the world. A Fullbringer farmer can pull on the soil beneath his feet to make it soft, allowing his hoe to break through the ground easier. A Fullbringer tailor might have the soul of his fabric move and frame itself on the body of their customer to make perfectly fitting clothes. They have just as much potential as others of their kind, even without the same starting benefits.
Fullbringer Traits
Fullbringers have the following traits based on their origin race and undead essence.Ability Score Increase
Your ability scores increase the same as others of your kind.
Age
Fullbringers age and mature at the same rate as others of their kind.
Size
Fullbringers are about the same size and build as others of their species.
Speed
Your base speed is the same as others of your origin species.
Languages
You can read and write languages others of your kind know.
Inherited Traits
Fullbringers are still originally members of a race. As such they inherit parts of their biology that are crucial to their identity and survival. As a Fullbringer, choose 1 trait belonging to your origin race, replace this trait with the chosen one.
Fullbring
You can pull on the souls of objects to have them assist you in performing tasks. You can use a bonus action to add your proficiency modifier to any skill or ability checks you make(if you are already adding your proficiency modifier, you can still use this trait, effectively doubling your proficiency modifier). You cannot use this trait to make attack rolls.
Object Affinity
You have something that is very special to you that you carry always and that you've had for a long time. This time has allowed you to bond with its soul and you can use your Fullbring to draw on this object and gain a special effect that you must choose from in the table below. You can only use this trait a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
|
d8 |
Name |
Effect |
|
1 |
Cross of Scaffold |
Your object transforms, becoming a greatsword for 1 minute, until you end it early, or until you use the following effect twice. When you land a hit on a target you can use your reaction to create an ghostly explosion centered on the point of contact. Creatures other than you within 5 feet of the hit creature(including the hit creature) must make a dexterity saving throw. Taking 3d6 necrotic damage on a failure. At level 11 your greatswords changes to have its handle looks like a creatures spine and the guard is a skeletal hand with its fingers splayed. When you use the ghostly explosion, it deals 1d6 * Your Proficiency Bonus. |
|
2 |
Dirty Boots |
Your object fuses into your body. The bloodier and more broken you are, the stronger you become. For the next minute you gain the following effect: For every 10 Hit Points you are missing from your Maximum hit points, you can add 1 to your damage rolls and 2 to your movement speed. At level 11 you can double your Constitution Modifier for any Constitution saving throws you make, also you can add your Constitution Modifier to your death saving throws if you are dying while this trait is active. |
|
3 |
Book of The End |
Your object changes shape, transforming into a rapier with tassels hanging from its handle. When you hit a target with this Rapier you can use your reaction to cast Modify Memory as a 7th level spell on the hit creature. Creatures you are fighting dont have advantage on the saving throw. Charisma is your Spellcasting modifier. At level 11 you can instead cast Modify Memory as a 9th level spell on hit. When casting Modify Memory, you can only use it to alter the details of the events remembered by inserting the memory of yourself in them. The rapier lasts for 1 minute, until you choose to end it early, or until you cast modify memory twice, at which point it returns to its original object form. Using Modify Memory this way on the same target twice undoes the effects of the first use. |
|
4 |
Jackpot Strike |
Three 7's appear, imprinted onto your object. For the next minute, any time you make an attack against a target, you can use your reaction to choose to roll a d6 before rolling for the attack. If you roll the d6, your attack roll is automatically a Critical hit if you dont roll a number you rolled before(the first time you roll you will always Critically hit). Thus each subsequent attack lowers your 'Jackpot' hit. After the minute is up, or you choose to end this effect early, the 7's disappear. |
|
5 |
Arms of the Giant and the Devil |
Your object melts and fuses with your skin, making one arm covered in a red and black patterned layer with a shield extending out of your forearm with a pattern of a sharp toothed mouth in its center. You gain the benefits of a shield while this is active and double your Constitution Modifier when you use it for any ability checks or saving throws. At level 11 both arms transform, your other arm is also now covered in a white and red layer with a horn protruding from your shoulder. While worn you can use your action to make an unarmed strike using this arm. On a hit the target takes force damage equal to 1d6 * Your Strength Modifier. You can use this twice, after which the white and red layer fade away. Also while worn you can double your Strength Modifier if you use it for any attack rolls, ability checks or saving throws. Both arms only last for 1 minute or until you choose to end it early, then they fade away and your object is returned to you. |
|
6 |
Time Tells no Lies |
You roll a d12 then for the next X minutes(where X is half the number you rolled, rounded down) you can add your Intelligence Modifier to any attack roll, ability check or saving throw you make. If you already add your Intelligence modifier to one of these, you can instead double it. At level 11, X becomes the number you rolled and creatures of your choice within 30 feet of you can add your Intelligence Modifier to their attack rolls. |
|
7 |
Dollhouse |
When you touch a creature that is Medium or smaller with your hand(s), you can use your reaction to phase your being into their body and mind. Your physical body disappears along with anything you were wearing or carrying and you are now apart of the creature you touched. You can remain in the creature for a number of minutes equal to your Charisma Modifier or until you choose to exit early, at which point you are returned to the nearest space next to the creature. At the start of that creatures turn, it must make a Charisma saving throw of 8 + Your Charisma Modifier + Your Proficiency Bonus. On a failure you control the creature until the start of its next turn where it must make the saving throw again. Nothing happens on a success. At level 11, when you use this trait, you can instead make the creature make a Charisma saving throw with the same DC above. On a failure the creature disappears along with anything it is wearing or carrying and it trapped inside any object you are carrying or touching. While trapped the creatures actions and abilities are limited to that of the object its trapped in. Thus it cant move or talk if it has no moveable limbs or mouth. The creature is trapped for a number of minutes equal to your Charisma modifier, until you let it free, or until it succeeds the saving throw that it can make at the end of each of its turns. When it is freed, it is returned to the nearest space next to the object it was trapped in. |
|
8 |
Bone Soldier |
Appendages/accents of a white bone-like material grow over your body. The bone is weightless and instead invigorates your muscles, making your quicker and more agile. This allows you to double your Dexterity Modifier when used to calculate your AC and initiative roll while worn. The bone dissolves and disappears after 1 minute, or if you choose it to dissolve sooner. At level 11 the bone takes on mystical properties, seeming to project a protective field outwards. You gain Temporary Hit Points equal to your Dexterity Modifier at the start of each of your turns. |
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