Altvolk - Titankin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mannakhatun - Homebrew

Altvolk - Titankin

"Altvolk" bezeichnen die übrigen Bewohner Mannakhatuns die Abkömmlinge der Titanen. Der Sage nach entstanden sie vor Anbeginn der Zeit und kämpften auf der Seite der Titanen im Kampf gegen die Götter. Einzelne vom Altvolk berichten von unregelmäßigen Visionen, die unbekannten Ursprungs und oftmals kryptischer Natur sind. Gelehrte halten diese für Erinnerungsfetzen aus der Vergangenheit und führen sie auf Überbleibsel des Krieg der Unsterblichen zurück. Aufgrund ihrer angeblichen Rolle während dieser Zeit werden sie bis heute von Anhängern der Götter geächtet und in seltenen Fällen auch attackiert.

Titankin werden die Nachfahren vom Urtitanenwesen Enokhem genannt. Sie unterscheiden sich visuell von Menschen insbesondere durch kleine, oft erdfarbene Muttermale, die ihnen nützliche Fähigkeiten verleihen. Titankin haben meist ein eher ausgeglichenes Gemüt und suchen sich üblicherweise Arbeit mit den eigenen Händen und in naturnaher Umgebung. Beispiele für solche Muttermale sind: eckige braune Flecken an Hals und Armen; eine große Spirale auf dem Bauch; lehmartige Konsistenz der Haare; graue, steinerne Haut auf Handrücken und -innenfläche.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: comparable aging to humans, live up to 120 years
alignment: usually lawful good
Size: Medium
speed: 30 ft.
Languages: Common, one language of your choice
race features:
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 brown.
Ancient Roots. You know the Mold Earth cantrip. Also, starting at 3rd level, you can use your action to animate a small piece of nonmagical earth or rock. The target sprouts small legs and arms, becoming a creature under your control until it drops to 0 hit points. As a bonus action, you can mentally command the creature if it is within 120 feet of you do fulfill a mundane task. This creature uses the Tiny Servant statblock, except it has only 1 HP and cannot attack. You can have up to 3 of these creatures active at the same time.
Titan Enhancement. Your Titan heritage has influenced certain characteristics of your being. You choose one heritage enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
Rocky Landing.
When you would take damage from falling, you can use your reaction to take no damage instead. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Earth Hands.
You have a climbing speed equal to your walking speed.
Mannakhatun Attunement.
You gain proficiency in Animal Handling. You can also cast Beast Bond at will, requiring no components.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
Pillar Stomp (only available if you took Rocky Landing at first level).
When you use your Rocky Landing feature and are falling at least 20 feet, you can also choose to focus the energy of your fall on your immediate surroundings. Every creature of your choice within 5 feet of you must succeed on a Strength saving throw, taking 2d12 bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one. The DC equals 8 + your Constitution modifier + your proficiency bonus. This damage increases to 3d12 on 11th level, and to 4d12 on 17th level.
Stone Hands (only available if you took Earth Hands at first level).
You can cover your hands with a layer of stone at will. You can use your Stone Hands to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage. This damage is considered magical for the purposes of overcoming resistances and immunity. When you attack with these unarmed strikes and hit a creature, you can empower yourself in one of the following ways of your choice:
- You gain a bonus to your AC equal to the bludgeoning damage dealt by the strike. This lasts until the start of your next turn.
- Fragments of stone erupt from your fist, piercing your surroundings. The target and each creature within 5 feet of it except for you must succeed on a Dexterity saving throw, taking 2d6 magical piercing damage on a failed save, or half on a successful one. The DC equals 8 + your Constitution modifier + your proficiency bonus. This damage increases to 3d6 at 11th level, and to 5d6 at 17th level.
You can empower yourself a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
One with Mannakhatun (only available if you took Mannakhatun Attunement at first level).
You gain the ability to cast Meld into Stone and Commune with Nature as a ritual, requiring no components. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

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SamT.

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