Ashborn

The Crooked Moon

Ashborn

FIEND

Ashborn are an imp-like species native to Chernabos, typically coalescing from the sulfuric ash of the province’s volcanoes that erupt with hellfire and brimstone. Infused with fiendish power of the Hells, this folk has managed to survive and even prosper in the barrens and badlands of the province through guile, boldness, and industriousness. Said to be favored by Fortune itself, ashborn have an inherent luckiness that they typically use to twist even the most dire situations to their advantage.

As Druskenvald’s smallest species, their short stature ranges from slight to stout but makes them no less dangerous, for each ashborn has a venomous tail resembling a scorpion’s always ready to strike. Typically living 100 years, they also sport horns and skin tones of varying shades of red and gray that reflect their devilish origin.


Ashborn Traits

Size: Small (about 2–3 feet tall)

Speed: 30ft

As a Ashborn, you have these special traits.

Ashen Legacy. You know the Minor Illusion cantrip. Additionally, starting at character level 3 you always have the Charm Person spell prepared, and starting at character level 5 you always have the Invisibility spell prepared. You can cast them each once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast them using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability score when you select this species).

Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Fortune. When you’re hit by an attack roll that isn’t a Critical Hit, you can take a Reaction to magically cause the attack to miss you, and a creature of your choice within 5 feet of you takes Force damage equal to your Proficiency Bonus. Once you use this trait, you can’t do so again until you finish a Short or Long rest.

Scorpion Sting. You have a tail stinger you can use to make Unarmed Strikes using your Strength or Dexterity (your choice) for attack and damage rolls. On a hit, you deal 1d4 Piercing damage, and you can deal an extra 1d6 Poison damage. You can deal this extra damage a number of times equal to your Proficiency Bonus. You regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest. When you reach character level 10, this extra damage increases to 2d6.


Geographic Distribution