Lein'o'cant | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Lein'o'cant

For more lore on their biology and culture, check out the Lein'o'cant species article
ability score increase: A Lein'o'cant is a being deeply connected to the world's energies with anatomy that's difficult to harm, typically reflected in their Wisdom score increasing by 2 and their Constitution score increasing by 1. You may choose to increase other ability scores following the Customize Your Origin rules in Tasha’s Cauldron of Everything if you and the DM find it appropriate for the character.
age: Lein'o'canti show no signs of aging and can live indefinitely, giving them a vastly greater perspective than all other races. It takes a century for them to mature, but any effect that would increase their age past the point of maturity has no effect.
Size: Medium
speed: 30 ft
Languages: You learn one language typical of the starting area and one language of the Lein'o'cant group.
race features:
Creature Type. You are both a Primordial and an Ooze, and are effected by effects which target either of those creature types.   Amorphous. You can squeeze through a space as narrow as 1 inch wide or wide enough to squeeze your equipment through, whichever is greater. Additionally, you have advantage on ability checks and saving throws to avoid or escape being grappled.   Shape Self. Your homogenous liquid body is malleable to your will, allowing you to take on any shape within your volume. That includes but is not limited to the shape of other races, though your gelatinous texture and vivid color of your body does give you away without illusions or similarly convincing disguises.   Melt and Mold. You know either the Primal Savagery or Acid Splash (your choice when you select this race) and the Mending cantrips. Intelligence, Wisdom or Charisma is the spellcasting ability for these spells (your choice when you select this race).   Apply Ichor. With your close relation to The First to Breathe, your kind has an innate power to lend their vitality in a form of viscous healing liquid, with an odd tendency to create legends around it. You can use your action to spend one of your hit dice to restore hit points a creature or repair an object within reach. Roll the die and add your proficiency bonus to determine the hit points restored. Additionally, when you finish a long rest, you regain all of your hit dice instead of half your level.   Acid Resistance. You have resistance to acid damage.   Loyalty to the World. You have advantage on saving throws to avoid or end the charmed condition on yourself.   Trance. Lein'o'cant don't need to sleep. Instead, they let their body rest as a formless blob while their consciousness is allowed to wander in a spirit realm for a period of time ranging from 4 hours up to 3 months, requiring no food or drink and being immune to psychic damage and resistant to all other damage types for its duration. You gain the same benefit as a human does after 8 hours of sleep when you finish it. You can also perform the following activities while in this Trance:   Consult: You may contact any other Lein'o'cant you know that's performing a Trance and, if they are willing, communicate telepathically with them, regardless of distance.   Search for Lore: You have a percentile chance to find any particular piece of information you don't have access to equal to your Wisdom Score + half the amount of nights spent in a Trance, rounded up.   Blindsight. You have a magical sense that gives you insight on the world around you to a range of 30 feet while you're not incapacitated in addition to your normal sight. Within that range, you can effectively see anything without relying on light that isn't behind total cover, even if you're blinded or whatever you're trying to perceive is lightly or heavily obscured. Using this sense, you can only discern shapes and textures, not shade or color.   Being of Magic. As a being whose essence is magically tied to the world, you require magic to function properly. When you are in an area of Antimagic Field or an equivalent area where magic doesn't function, you can stay in there for a number of rounds equal to 1 + your constitution modifier (minimum of 2) before you must succeed on a Constitution saving throw at the end of your turn against the caster's spell save DC or suffer a level of exhaustion, as if suffocating in an area with no breathable air. In addition, when you are targeted by a Dispel Magic spell, you must succeed on a Constitution saving throw against the caster's spell save DC or become incapacitated for up to 10 minutes, while being prone without the ability to stand up or speak while incapacitated in this way, as you lose your form and drop down as a puddle. You can repeat the save at the start of each of your turns to end the effect on a success.

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