Pinion (human) | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Pinion (human)

The people of the Pinion Dominion have been combating the Decrept for over a thousand years, and as much as they hate the undead they have adapted to face them. Many Pinions are battle hardened and have become numb to the presence of the undead, failing to see how screams in the night every night is not normal. It has become such a routine part of life that some family lineages have changed and gained new traits specific to Pinion humans.
ability score increase: Chose any two unique stats to add 1 to
age: Pinions reach maturity in their late teens and generally live into their 70s
alignment: Pinions are all types, but often a product of their situation. The scourge of the Decrept makes it easy for many Pinions to be good and to see themselves as good, for a clear and present evil is at their front door and must be fought against. But even then, some veer to a path of temptation.
Size: Medium
speed: 30 ft
Languages: Common, one language of your choice
race features:
Skills. You gain proficiency in one skill of your choice.   Feat. You gain one feat of your choice.   Pinion Adaptation. You make chose to forego the Feat feature and instead select one of these three adaptations in its place:   Death’s Sight. Gain 60ft Darkvision, your family has fought the undead for generations, as they rise during the night and using light sources would bring them down upon you they are accustomed to fighting in the dark and over generations your family’s eyes have gained a pattern on green veins that crisscross the whites of your eyes. The veins form an arcane sigil that grants you your vision. Additionally, you can see creatures in the ethereal if they are within 5 ft.   Heart’s Halt. Sometimes the best way to deal with a threat is to avoid it. You and your family have learned to control your heartbeat. This has two functions, you can stop it entirely for a predetermined period of time. This can be as little as a round, or as long as a week. This ceases biological function and in turn evades the interest of the Decrept. Even concealing you from the Life Sight abilities of Unending Wails. During this time you cannot regain hit points, recover from ability damage, or be targeted with healing magic. However you can gain the rest of the regular benefits of a short or long rest if you stay in this state for an hour or eight hours respectively. You do not gain back hit points, but spell slots and special abilities recharge as normal. You can also increase your heart rate, giving you a momentary boost of speed and increasing your movement speed by 15ft for 3 rounds. You can only overclock your heart once, this restores on a long rest.   Silver Blooded. Somewhere in your past your family were silversmiths and crossed the followers of Setebos. They were struck with a generational curse for the very blood that flows through you to be silver. Your fists count as silver weapons which you have proficiency in and do 1d6 bludgeoning damage with the finesse property. Additionally if you bleed on a weapon with a pint of your silver blood you may make it silvered for one hour, this can be done once a day without adverse effect. Additional pints bled will give you one level of exhaustion. Your veins are darker than those of most people, and have a distinctive metallic affect to them.

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MuddleFumble.

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