Homebrew Child of Loki Species Details

Chiefly known as the god of mischief, though sometimes hailed as the god of fire or the causer of knots and tangled lines, Loki is well known throughout Jorda like many other gods. Those with the blood of Loki in their veins tend to have a chaotic bent towards trickery and an affinity for chaos and natural shapeshifting abilities, much like Loki himself. 

This race counts as a lineage which overrides the base traits of any humanoid race you choose. Your appearance resembles that of your base race, with possible minor changes of your choice.

Child of Loki Traits

Child of Loki Traits

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1. Alternatively, you may choose an ability score to increase by 2 and another ability score by 1 or increase 3 ability scores by 1.

Age

Children of Loki mature at the same rate as their base race. On average, they live about 400 years.

Size

Your size is the same as your base race.

Speed

Your base walking speed is 30 feet.

Darkvision

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.

Languages

You can speak any languages that would be available to your base race.

Master of Disguise

You know the costume cantrip. You can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the alter self spell once with this trait using only the Change Appearance feature and regain the ability to do so when you finish a long rest. You ignore the concentration tag on the alter self spell when you cast it with this trait. Charisma is your spellcasting ability for these spells.

Shapeshift

Starting at 3rd level, you can use an action to shapeshift into a beast with a CR of 0 that you have seen before. You can use this feature once per long rest. You regain the ability to use this trait when you finish a long rest.

You can stay in a beast shape for an hour and a half. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • While in beast form, you can speak as you would normally. 
  • You can’t cast spells, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

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