Resonant | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Homebrew

Resonant

"We are Chosen. I know not if by the Gods, Myrdan, or the Aether itself, but it is clear we are special.
We are Chosen by a higher power, and we should rule."
-Kelso Galanher, the Resonant King
  Resonants are a rarity among the people of Myrdan, appearing randomly to families of all races in all regions. It is impossible to visually tell if someone is a Resonant as their physical appearance is that of their parental race. Some may not discover their innate abilities and lineage until later in life while some manifest it in early childhood.   Resonants have become the subject of many myths and legends across the world. Some believe them to be born of Aether, their natural affinity to stones of power giving them abilities useful and often highly sought after. Others believe them to be born of the monsters of the Starfall, a curse upon the mortal races akin to Tieflings. Nothing is known for certain, their true lineage hidden to time and mystery.
ability score increase: +1 to Constitution and Dexterity
age: Determined by Ancestral Race feature
alignment: Determined by Ancestral Race feature
Size: Medium
speed: Determined by Ancestral Race feature
Languages: Determined by Ancestral Race feature
race features:
Skill Expertise: Insight and Arcana   Ancestral Race: Choose one other living character race as their Ancestral Race.
  • Resonants have the physical appearance (such as height, weight, skin color, eye color, etc) of their chosen Ancestral Race.
  • Resonants get +1 to the first Ability listed in their chosen Ancestral Race's Ability Score Increase.
  • Resonants get the ages, alignment, size, speed, of their chosen Ancestral Race.
  • Resonants get any skills, proficiencies, and languages of their chosen Ancestral Race that are not granted by racial features.
  • Resonants do not get additional racial features or abilities of their chosen Ancestral Race.
Primal Soul: Choose any CR1 or lower natural animal as your Primal Soul. As a free action, you may shift into a humanoid version of your Primal Soul for one hour or until you choose to revert back. Refer to the Primal Soul stat block when in this form.
  • While in your Primal Form, roll a d6 every turn or every minute when not in initiative. On a 1, you take the multi-attack action against the nearest creature to you. If there is no creature within your melee ranged, you must use your movement to move towards the nearest creature. This ends your turn.
  • Every time you lose standard conciousness, including sleep or trance, you must make a Wisdom Saving Throw. The DC begins at 1 and increases by 1 on each success. On a failed save, the DC returns to 1 and you shift into your Primal Form. When shifted in this way, you cannot revert until the hour is up.
  • When forcefully shifted, you may choose to make a d20 roll instead of d6. On a 15 or above, you may choose to skip all further rolls for this hour. On a 14 or below, you become hostile to all creatures within your sight for the remainder of the hour and do not make any further rolls.
Aetheric Resonance: As a bonus action, you may consume a gem from the list below to gain a temporary cantrip. This effect lasts for one hour per gp the gem is worth. Only 1 gem can be consumed per turn.
  • Agate: Manipulate Emotions cantrip
  • Lamellite: Hand of Devotion cantrip
  • Onyx: Chill Touch cantrip
  • Carnelian: Control Flames cantrip
  • Amethyst: Shape Water cantrip
  • Jasper: Mold Earth cantrip
  • Citrine: Gust cantrip
  • Aetherite: All of the above cantrips

Homebrew

Primal Soul

Small to Large aberration, bestial, chaotic neutral
Armor Class: 10 + final Dexterity Modifier (Natural Armor)
Hit Points: Temporary: Xd8+CON, where X is character level
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

2 -4

DEX

1 -5

CON

1 -5

INT

-1 -6

WIS

-1 -6

CHA

-2 -6

Saving Throws: Strength, Constitution
Damage Vulnerabilities: Fire, Silver, Radiant
Condition Immunities: Charmed
Senses: Darkvision
Proficiency Bonus: Character Proficiency

3/day: Call of the Hunt. Hostile creatures within 120 ft that can hear must make a Wisdom Saving Throw against Primal Soul's Ability Save DC. On a failed save, the creature is freightened of the Primal Soul until the start of its next turn. On a successful save, the creature resists being freightened and automatically passes future saves for Call of the Hunt.


Primal Growth: Primal Soul's attacks grow according to the character level of the Resonant that shifts into it.

  • To Hit: Character Proficiency + combined Strength modifier
  • Damage Modifier: combined Strength or Dexterity modifier
  • Ability Save DC: 10 + Proficiency

Actions

Multiattack. The Primal Soul can make two Melee Weapon Attacks per action.   Claw. Melee Weapon Attack: 5 ft., one target. Hit: 8 (2d6 + Damage Modifier) slashing damage.   Bite. Melee Weapon Attack: 5 ft., one target. Hit: 8 (3d4 + Damage Modifier) piercing damage.

The Primal Soul form of a Resonant. Referenced for their Primal Soul action and abilities.

Created by

Shadow_Eye31.

Statblock Type

Race/Species

Link/Embed