Omgar
THE MAN CAME OVER THE SAND DUNE. TUGGING AT Omgar have an incredibly slow metabolic rate, due to the
the reigns of a grumpy old camel, which he had packed high scarcity of food and water in their native plane and can
with all sorts of odd cargo. We could hardly make out his survive without food and water for a long period of time.
shape through the heat haze bounding off the sand; the lack Omgar have stumpy, muscular bodies and are deceptively
of water hadn't helped our vision either. He approached quick on their feet for their size. Able to run rings around
slowly and lifted the draping cloak off of his oddly-shaped even the most athletic human.
head, revealing his deep red skin and eyes as yellow as the
sand we had come to hate. A toothy grin crawled across his Omgar Names
gritty face and he spoke through his teeth, "Need water?". I Omgar are given a single name at birth by the current leader
still don't quite remember how much he made us pay for that of their tribe. Most Omgar are given short names of five
half-filled waterskin, all I know is that after that, we headed letters or less, but on rare occasions the tribe leader will
home empty-handed, albeit alive. bestow a name that is merely a click, whistle or burp.
-Guil'arr Sandcrest, on his first encounter with an omgar
Originating from the Elemental Plane Of Fire, Omgar Birth Names: Ig, Grobe, Ubbot, Er, Kuru, Avi, Quipe, Wub,
nomads now walk the desert wastes unaffected by the harsh Cot, Rutyr, Serro, Ov, Len, Muto, Yeg, Dawt, Ibub, Shomn,
heat, their pack animals stacked high with odd scavenged Burp, Click, Whistle.
cargo. Naturally selfish at heart, the Omgar rarely go out of Omgar Traits
their way to help others unless they foresee it benefiting them
greatly. They dress themselves in gaudy outfits and hold no You share the following traits with other Omgar.
qualms over shows of wealth or status, believing that to show Ability Score Improvement. Your Constitution score
wealth is to show power. increases by 2, and your Dexterity score increases by 1.
Age. Omgar live relatively short lives compared to humans.
Rovers and Collectors An Omgar reaches maturity at 15 years old and can live to 60.
Omgar operate in small, nomadic tribes, rarely exceeding Alignment. Omgar are selfish creatures and prefer doing
fourteen members. Everyone within the tribe usually has a things for their own personal gain. They tend towards chaotic
pack animal they are responsible for, packing the creatures neutral.
back high with odd trinkets and objects found on their Size. Omgar average between 3 and 4 feet tall and usually
journeys. The leader of the tribe is picked by measuring the weigh no more than 100 pounds. Your size is Small.
height of their pack animal's cargo. The Omgar with the most Speed. Your base walking speed is 35 feet.
wealth or interesting objects is deemed the most fit to lead. Enduring. You can go without food and water for a number
of days equal to 7 + your Constitution modifier (minimum 1).
Desert Dweller. You have tough, heat-resistant skin to
Selfish Ambitions assist in traversing scorching terrain. You have resistance to
It's uncommon for an Omgar to leave their tribe to attempt to fire damage.
fit into a human society. Those that do often do so after Sand Sight. You have advantage on saving throws against
hearing promise of great treasure or adventure, their selfish being blinded.
nature leading them to pursue these things for great personal Nomadic. You gain proficiency in your choice of either the
gain. An Omgar in an adventuring party may never feel like Animal Handling or Survival skill.
they fit in, as their innate selfishness can cause conflicts. That Languages. You can speak, read and write Common and
being said, an Omgar is quick to trust a group of individuals Ignan.
who make their life easier, so it is possible for a hardy bond to
be formed if the Omgar learns to suppress their selfish
nature.
Elemental Origin
The Omgar originated in the Elemental Plane Of Fire, but
were driven to take refuge in the Material Plane after their
race suffered near extinction following a war fought against
the salamanders. The deserts of the material plane are a cool
retreat in comparison to the plane of fire and an Omgar can
live a comfortable life in even the most scorching of deserts.
Their deep red and calloused skin serves as the perfect
barrier against the harsh rays of the sun above. Their eyes are
spaced out across their oddly-shaped head and are covered in
a protective yellow film. This helped shield their eyes from
raining ash in the fire plane and now serves as an equally
adequate protection against gusts of sand whipped up by a
sandstorm.
Aetheril
MY WIFE HAD BEEN ACTING STRANGE. SHE'D BEEN
up at night talking to herself and pacing through the house,
but I didn't think anything of it. A priest had visited us and
told her she was with child. I thought it may have startled her.
It wasn't until the priest's second visit later in her pregnancy
that we found out the shocking truth. It took the priest and a
few helpers five days to exorcise the ghost residing in my
wife's body. Even after it was gone, she was never the same.
Our daughter was born with odd physical features, her hair
and skin stark white, and she started showing signs of
strange powers a few days after birth. The church hadn't seen
anything like it before and I can't help but feel the ghost has
left a physical imprint on my daughter.
-Aelgir Warmark, on the birth of his Aetheril daughter.
An Aetheril's physiology was twisted and warped in the Beyond the Veil
womb, as a result of their human mother being possessed by
an undead spirit during pregnancy. Aetheril are birthed with Aetheril children slowly develop an extrasensory perception,
odd traits that seperate them from their human parents. They being able to innately see spirits and beings others cannot. A
share an eldritch connection with the Ethereal Plane and village might see their birth as a blessing, a being to serve as
often find themselves serving as mediators between the living a bridge between the living and the dead. Others might view
and dead. their very birth as a curse, having dark powers twisted into
their physiology by a force of pure evil.
Ghostly Appearance
Most Aetheril begin life with stark white hair and skin, Aetheril Names
regardless of the ethnicity of their parents. It's not Most Aetheril are born from human parents, and they use the
uncommon for an Aetheril's hair to occasionally stand on end same naming conventions as their native culture.
or float as if unaffected by gravity.
Dark black bruises dot an Aetheril's skin. These bruises Aetheril Traits
shift and change, disappear and reappear, and animate into
ghostly shapes while no one is watching. Regardless of the Your Aetheril character has the following racial traits.
lifestyle of a Aetheril, they always have the appearance of Ability Score Improvement. Your Charisma score
severe exhaustion. Dark bags hang under their eyes, and increases by 2, and your Wisdom score increases by 1.
their faces appear gaunt and hollow. Age. Aetheril mature at the same rate as humans, but can
live up to 150 years.
Haunting Connection Alignment. Touched by the chaotic power of an
incorporeal undead in the womb, an Aetheril tends towards
Even if the spirit that was inhabiting the Aetheril's mother chaotic alignments.
during pregnancy was exorcised and dealt with, an Aetheril Size. Aetheril are the same range of height and weight as
can't help but feel like someone is always watching them. An humans.
Aetheril could be followed their entire life by the spirit that Speed. Your base walking speed is 30 feet.
once inhabited their mother. Whether out of curiosity, Darkvision. You have superior vision in dark and dim
malevolence or love, the spirit may feel some connection to conditions. You can see in dim light within 60 feet of you as if
the child. it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Haunting Magic. You know the mage hand cantrip. When
you reach 3rd level, you can cast the dissonant whispers spell
with this trait. When you reach 5th level, you can also cast the
DM note: Haunting Connection gaseous form spell with it. Charisma is your spellcasting
Roleplay ability for these spells, and you regain the ability to cast these
As the DM, speak with the player wanting to play as spells after finishing a long rest.
an Aetheril. Perhaps their character has made Ethereal Vision. As a bonus action, you can see into the
contact with the spirit that inhabited their mother, Ethereal plane out to a range of 30 feet. This lasts until the
or perhaps it's always followed them from afar, and end of your turn. You can use this trait a number of times
is slowly building up the courage to interact with
the Aetheril. Decide how the spirit communicates,
equal to your proficiency bonus and you regain all expended
and interacts with your player.
uses after finishing a long rest.
Languages. You can speak, read and write Common and
one other language of your choice.
Terron
THE DARK ELVES HAD BEEN CHASING US FOR DAYS
now. Whittling down our numbers methodically. They'd sent
their forces ahead of us and had cut us off, we had nowhere
to run. As the dark elves surrounded us, I heard the strangest
noises. A series of high pitch screeches echoed throughout
the cavern. It seemed like I wasn't the only one who was put
off by the sounds. The dark elves seemed fairly confused as
well. It took only five seconds before the entire cavern had
filled with bats, they swooped out of the porous ceiling above.
Deafening everyone with their loud screeches and blocking
vision in every direction. I heard a number of loud thuds and
a cold, clawed hand curled over my shoulder. It yanked at me
and before I knew it I was being ushered out of the bat filled
cavern by a creature that looked no different to those that had
just surrounded us.
-Jahairo Aureign, saved from dark elf slavers by a group of
Terron.
Deep in the bowels of the Underdark, there resides a race
rarely seen by even the most well-traveled Underdark
dwellers. Once great allies to the dark elves, it took only two
betrayals to see their entire race enslaved by their former
allies. After a mass revolt and exodus of the upper underdark,
the now reclusive bat-like humanoid race of the Terron erect
their roosts in the most difficult to reach locations under the
earth. Avoiding most contact with outside races but ever
plotting and scheming to strike back at the race they once
called their allies.
Terron Traits
Suited for Suberranea Terron share certain traits in common with each other.
The Terron resemble flightless, bat-like humanoids. They Ability Score Improvement. Your Dexterity score
have large ears that excel at picking up distant noise, eyes increases by 2, and your Wisdom score increases by 1.
suited to darkness, clawed hands that give them peerless Age. Terron live short lives compared to other races,
climbing ability, and dark skin to assist in hiding. A Terron reaching maturity at 5 years old and living to 40.
male can be identified by the thick, matted mane that frames Alignment. Terron are reclusive and rarely trusting of
his head. The Terron can communicate simple concepts with other races. They tend towards chaotic neutral.
bats, and domesticate them for use as perimeter scouts at the Size. Terron stand between 4 and 5 feet tall and usually
edges of their territory. weigh no more than 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a
Revenge Minded climbing speed of 30 feet.
The Terron still hold a deep resentment towards the dark Darkvision. You have superior vision in dark and dim
elves for their betrayal. Thus, they take great caution when conditions. You can see in dim light within 120 feet of you as
interacting with other races, ever-weary of betrayal and if it were bright light, and in darkness as if it were dim light.
reluctant to reveal too much information to anyone that hasn't You can’t discern color in darkness, only shades of gray.
gained their full trust. They rarely let anyone from a different Sunlight Sensitivity. While in sunlight, you have
race inside the roost, but occasionally take in refugees that disadvantage on attack rolls, as well as on Wisdom
may be deemed to have useful information. (Perception) checks that rely on sight.
The Terron aren't inherently malevolent creatures, unless Screech. You can communicate simple ideas and concepts
betrayed in some way. A refugee taken into the roost is with bats. They can understand the meaning of your words,
treated fairly, but is expected to pull their weight. Someone though you have no special ability to understand them in
that has gained the favor of a Terron can expect an enduring return. You have advantage on all Charisma checks made to
friendship, so long as that creature doesn't do anything to influence them.
scathe their trust. Tenebrous. While you are in dim light or darkness, you can
take the Hide action as a bonus action.
Terron Names Claws. Your claws are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal
Terron names and the Terron Language are unspeakable by slashing damage equal to 1d4 + your Strength modifier.
other races. Thus, a Terron will often adopt a simple Languages. You can speak, read and write Common,
nickname when interacting with other races. Undercommon and Terron.
Living Heirloom
HE STARTED MOVING FOR ME AT AGE FIVE. AT FIRST, It's unknown what spurs the magic of the universe to create a
only his head would move, following me as I walked by him, Living Heirloom. Some scholars believe it to be the work of
as if he was tracing my every step. Then he would sneak into the gods, others believe that the ancestral spirits of the family
my room at night and watch over my door, like a silent are the forces at work. Regardless, these sentient constructs
guardian. None of this was frightening. I can't explain it but I are born from either a statue, mannequin, or suit of armor
felt a bond to him like no other; I didn't have any siblings and that has been in the possession of a single family lineage. It
he filled that void for me, it felt like he was family. My parents slowly begins it's transformation into sentience over the span
didn't believe a word I said until he cut down a pair of would- of a few years. Once it has completed it's transformation, it
be assassins right in front of them. feels compelled to the servitude of the family it awoke around,
-Lord Illysvil Tierie, on the Living Heirloom, Edward as a knight would feel compelled to serve a lord or lady.
Armorman.
Immortal Guardians
Since a Living Heirloom is immortal, it is likely for them to
outlive their families. A Living Heirloom without ties will
search for a new purpose, often finding a settlement to guard,
a new family to serve, or a group of adventurers to join. Their
loyal nature makes them stalwart allies and dependable
friends.
If news of a Living Heirloom spreads, it might catch the
attention of scholars and wizards keen to uncover the secrets
behind creating such loyal sentient constructs. Many Living
Heirloom's have been killed in unsuccessful experiments.
Living Heirloom Names
A Living Heirloom is often given a name or nickname after it
has awoken, dependent on the race or culture of the family it
has awoken around.
Living Heirloom Traits
Your Living Heirloom character has the following racial
traits.
Ability Score Improvement. Your Constitution score
increases by 1.
Age. They reach full sentience after 3 years. A Living
Heirloom's body can be cared for and repaired, therefore they
don't age.
Alignment. A Living Heirloom serves to the best of its
ability. They tend towards lawful alignments.
Size. Depending on what they have awoken in, a Living
Heirloom can stand anywhere from 4 feet to 7 feet tall and
weigh upwards of 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Sentient Construct. Even though you are made from
nonorganic material, you are a sentient lifeform. You are
immune to disease and you don't need to eat or breathe.
You don't require sleep, but you must enter an inactive state
for 8 hours to gain the benefits of a long rest.
Bloodless. You are immune to poison damage and the
poisoned condition.
Inanimate Disguise. While you remain motionless, you
have advantage on any ability checks made to disguise
yourself as an inanimate version of your form.
Languages. You can speak, read, and write Common and
one other language of your choice.
Subrace. The three main kinds of Living Heirloom are
Statue, Mannequin, or Armor Set. Choose one of these
subraces.
Statue
You have awoken within a stone statue. For a statue to awake,
it must have a head, body, arms, and legs. A Living Heirloom
of this kind is imbued with proficiency in a skill that it was
depicted as doing before it gained sentience.
Skillful Depiction. You gain proficiency in one skill of your
choice.
Stony Exterior. Your body is completely made from stone,
granting you a +1 bonus to Armor Class.
Mannequin
You gained your consciousness in the body of a mannequin.
You have sat idly through the years, modeling hundreds of
articles of clothing and wigs of all kinds. A Living Heirloom of
this kind is imbued with skill in disguise and subterfuge, ever-
changing their appearance and personality to suit the
occasion.
Verbal Avidity. You gain proficiency in one of the following
skills: Deception, Intimidation, Performance, or Persuasion.
When you finish a long rest, you can choose to replace the
proficiency you gained from this trait with one of the other
skills listed.
Masquerade. You can cast the disguise self spell with this
trait, using Charisma as your spell casting ability for it. You
can cast this spell a number of times equal to your proficiency
bonus. After you use this trait, you can't use it again until you
finish a long rest.
Armor Set
You awoke in a suit of full plate armor, watching silently over
your family. For a suit of armor to awake, it must be a suit of
full plate. A sentient suit of armor of this kind is imbued with
military prowess.
Innate Combat Prowess. You gain proficiency with one
martial weapon of your choice, and shields.
Fully Plated. Due to the fact that you are a sentient set of
armor, you are ill-suited to wearing additional armor.
However, you have a base AC of 16 (your Dexterity modifier
doesn't affect this number). You gain no benefits from wearing
additional armor, but if you are using a shield, you can apply
the shield's bonus as normal.
AC 16... but I'm a set of plate armor!
Plate armor from the Player's Handbook grants the
wearer an Armor Class of 18. Which makes sense,
considering the protective outer layers of the metal
armor are covering the soft and squishy body of a
humanoid underneath.
This however is not the case for you. Your life
force is intrinsically tied to the suit of armor.
Damaging the armor is damaging your body; a
tough resistant metal body, but your body none-
the-less.