Sixteenthborn - Mischief Makers Species in The Connected | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Sixteenthborn - Mischief Makers

Smaller than the Fourthborn by a good bit the Sixteenthborn are a short and stout race. They have tiny stub-like horns placed on the farthest points of their forehead and have black batlike wings that can in most instances let them take flight for short amounts of time. The pigments of their skin generally red, blue or somewhere in between while their hair is almost always black. Due to their small size and mobility, not because of behavior of the entire race, mischief is always suspected to have come from them.   Pureblood
  • +2 Intelligence
  • Set for Failure: Purebloods have the eye for where disaster may unfortunately befall those around them or the devices. They happily stride about ready to put a kink in any plan. A pureblood as a bonus action may force a target within (Proficiency Modifier/2) time five feet from them to make a wisdom saving throw against a DC of ((Intelligence Modifier or Dexterity Modifier + Proficiency Modifier) x 2). If the target fails this test their next (Proficiency Modifier) rolls subtract the pureblood's (Intelligence Modifier or Dexterity Modifier) from their result. This ability can be used (Proficiency Modifier) times before needing a long rest to recover all missing uses.
  • Aloof Flight:  Purebloods have a better mastery of the limited potential of their wings. They can stay in flight for (Proficiency Modifier/2) turns at half their movement speed, however when they are in flight they are most agile. Any attack roll made against them is reduced by the pureblood's (Proficiency Modifier) and any damage wrought upon them during their flight is reduced by their (Intelligence Modifier or Dexterity Modifier). This agile flight can be used (Proficiency Modifier/2) times before needing a short rest.
  Halfblood
  • +1 Intelligence
  • Mischief Mastery: A far more potent if potentially less applicable mischief. Misfortune can potentially follow a halfblood as their ability extends in a (Dexterity Modifier or Intelligence Modifier + Proficiency Modifier) times five feet. Their target must make an intelligence saving throw against a DC of (8 + Intelligence Modifier or Dexterity Modifier + Proficiency Modifier), if the target fails the state of critically failing increases by the halfblood's (Proficiency Modifier), and this ability can be used as a bonus action and lasts (Intelligence Modifier or Dexterity Modifier) turns. This ability can not be used on same target twice and can only be used (Proficiency Modifier/2) times per day.

Bothersome at Best

Origin/Ancestry
Sixteenthborn - 188 RT
Geographic Distribution

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!