Post by kma1281 on Feb 15, 2019 0:37:03 GMT
Hey guys. A while ago I came across the Spectral race on the Homebrew Wiki for 5e. I really liked the concept but it was littered with indications that it was overpowered, underfluffed, and littered with spelling and grammar goofs. Since I liked the concept so much, I decided to see if I could fix it up and ended up almost making a whole new race out of it. I've never made a race before so I would really appreciate any feedback. Thanks a bunch!
Spectre
Spectres are something of an enigma. Very few in Faerun will even acknowledge their existence. And nobody who either believes in, or knows of, their existence can agree on what they are or how they behave. Wild rumors have spread throughout Faerun about settlements ranging in size from a single house to an entire city whose inhabitants were killed by a single Spectre. Which makes it seem quite outlandish when others claim that a Spectre had put forth a herculean effort to save them from certain death. The only things that people can agree on is that they are ghostly and humanoid in appearance, deadly when provoked, and seem to have a relentless need to accomplish a specific objective. Of course there’s a little more to it than that.
The truth is that there are a few places in each plane of existence where intense emotional energies are drawn in, and contained. During normal times, these emotional energies are processed and eventually dispersed, kind of like an emotional kidney. Every now and again however, certain unknowable conditions arise which cause these locations to become overwhelmed and unable to properly clear the energies they contain. When this happens, the energies become so tightly packed that they coalesce into a loose physical form. This physical form remains in the filter for a time, absorbing the remaining excess emotional energy until the filter comes back into balance. When that balance is restored, the physical form awakens.
Upon awakening, a Spectre adopts a specific color which indicates its ultimate function. It also feels an instinctive pull towards the object of its purpose. However, it will only have limited knowledge of what it’s purpose is. For example, a Protector won’t know who or what their charge is, nor will they know what they are protecting it from. Their complete purpose can only become clear once they reach their charge and even then, the whole picture may not be revealed. This lack of complete knowledge may offer an avenue for a Spectre to be manipulated, but only for a limited time. Once it realizes it is being duped, the Spectre will turn on whoever has been distracting it from its purpose and the results are always brutal and deadly. Even if the Spectre never figures out that they are being kept away from their purpose, they only live for so long.
Every purpose for the Spectre is time sensitive. If an Avenger is supposed to kill a person and that person dies before the Avenger gets there, or if a Protector’s charge dies before they can be reached, then the Spectre will die within 1 week. Additionally, if the Specetre reaches level 20 and still has time to achieve their aim, they have 6 months to do so or they will suffer a hideous and painful death. However, if they do manage to fulfill their objective in time, their color shall begin to fade and their ectoplasm will begin to drip off. They will feel no pain and in the end, will pass peacefully. The imbalance that they were the result of will have been corrected and the energy balance of Faerun restored.
Physical Description
Spectres are humanoid in form but they are constructed primarily of ectoplasm rather than flesh. This ectoplasm has a slight glow to it and depending on what their purpose is, it will assume a specific color. Regardless of the color of the ectoplasm, a Spectre’s build is usually quite slight. Their eyes are always black and they seem to glide along the ground as much as walk. They also speak telepathically so, while they do project a voice that comes naturally to them, they do have the ability to manipulate that voice in any way they desire.
History
The Spectre’s unusual lifecycle and the lack of any uninterupted lineage make their history quite difficult to figure out. With sources that are at best unreliable, an almost complete lack of corroberating testimiony, and our inability to examine evidence from seemingly outlandish events that occurred centuries ago, it seems like an impossible task to piece together an accurate history of the Spectral Race.
Society
Since there has never been more than one Spectre in existence at one time that we know of, there is likely no Spectre society.
Spectre Names
There are no naming traditions among Spectres. In fact, some Spectres live their whole life without ever taking a name. The few Spectres that we know to have existed have all had single names like Gorak or Daeblar. But unconfirmed reports claim that there have been Spectres who have taken on a surname and a given name.
Spectre Traits
Ability Score Increase. +1 Wisdom.
Age. Spectres do not age. They often appear slightly youthful, around 22 or 23.
Alignment. Spectres favor no particular alignment.
Size. Medium
Speed. Your base movement speed is 30 feet. The typical speed penalties apply while climbing.
Dissolve. Dead Spectres do not leave bodies behind. When the Spectre fails its third death saving throw, the body dissolves into an ectoplasmic puddle, which evaporates in 1d20 minutes. Until it evaporates, any creature who steps in it must make a dexterity saving throw with a DC of 13. A failed roll will result in the player slipping and falling prone. A success will result in their movement speed being reduced by half on their next turn. The effect will only last one turn.
Resistance. Poison Damage is reduced by half against a Spectre.
Vulnerability. Force Damage is doubled against a Spectre.
Ethereality. At first level, a Spectre may use a Reaction against a single physical attack to partially enter the ethereal plane and avoid damage. This may be done once per short rest and is accomplished by a roll of 1d6+Charisma Modifier. At third level, roll 1d6 twice per short rest. At fifth level, the roll becomes 2d6 once per short rest. At seventh level, roll 2d10+ Charisma Modifier twice per short rest.
Languages. All Spectres speak Common and can choose one more language from the following list: Draconic, Elven, Dwarven, Giant, Orcish
Subraces. The three primary Spectre Subraces are the Protector, the Avenger, and the Seeker. Which subrace the Spectre is will depend on its chosen purpose.
Protector
A person or place that holds, or will hold, great significance is under threat and can only survive if the Protector finds them in time.
Ability Score Increase. Your Strength score increases by 2.
Protector’s Presence. The Protector’s ectoplasmic body glows blue and their presence soothes their allies granting them +1 to all Charisma rolls when the Protector is within 30 feet. However The Spectre
Ethereal Strike. At first level, a Protector learns that their melee weapon can be commanded to momentarily enter the Ethereal plane. Once per long rest, on an unsuccessful attack roll, the Spectre’s weapon shifts to the ethereal plane and passes through the opponent’s armor dealing half damage. The effect lasts for a single attack and may only be triggered once per turn. At third level, this effect may be used twice per long rest. At tenth level, the Spectre learns how to achieve full damage with this shift and can do so twice per long rest.
Protective Magics. At first level, the Protector learns the Resistance cantrip. At third level, the Protector learns the Message cantrip. At fifth level, the Protector learns the cantrip Spare The Dying.
Avenger
A person or place has been destroyed by a great evil. The Avenger must seek out and destroy this evil, whatever its form, to ensure it can never cause another catastrophe.
Ability Score Increase. Your Charisma score increases by 2.
Avenger’s Imposition. The Avenger’s ectoplasmic body glows red and their presence strengthens their allies granting them +1 to all Constitution rolls when the Avenger is within 30 feet.
Ethereal Void. At first level, an Avenger learns to summon a pocket of darkness and silence. Once per long rest, one creature of the Avenger’s choice must succeed on a Wisdom save or their head will be surrounded by this pocket which silences, blinds, and deafens them for the duration. At the end of the target’s turns, the target may make another Wisdom save. The save will have advantage if it is triggered by damage. On a successful save, the spell ends.
Casting Time. 1 action
Range. 30 feet
Components. V S
Duration. Up to 1 minute
Avenging Magics. At first level, the Avenger learns the Chill Touch cantrip. At third level, the Avenger learns the Firebolt cantrip. At fifth level, the Avenger learns the Sacred Flame cantrip.
Seeker
A person or artifact of great importance has disappeared and unless it is found in time, a great calamity will befall the world.
Ability Score Increase. Your Dexterity score increases by 2.
Seeker’s Sight. The Seeker’s ectoplasmic body glows green and their presence focuses their allies granting them +1 to all Perception, and Insight checks when the Protector is within 30 feet.
Ethereal Cloak. Starting at first level, the Seeker learns the ability to fully shift into the Ethereal plane. Once per long rest, the Seeker will choose a single creature or object as its target. The Seeker will then phase into the Ethereal plane and will re-emerge instantly into the material plane directly behind, and within melee striking distance of the target. The Seeker then makes an attack with advantage and will add 1d6 bonus damage to a successful attack. A failed attack will provoke an attack of opportunity from the target.
Seeking Magics. At first level, the Seeker learns the Minor Illusion cantrip. At third level, the Seeker learns the Prestidigitation cantrip. At fifth level, the Seeker learns the Mage Hand cantrip.
Splitter (PLEASE make absolutely certain to talk to your DM about this subrace before using)
During times of great unrest, enough energy jams the emotional processor to create more than one Spectre. However, only one is born. This Spectre typically has a purpose of immense magnitude and can draw upon the abilities of more than one of the Spectre subraces.
Interchange: At the start of the campaign, the player will roll a Percentile Die. This is called The Splitter Roll. Discuss with your DM how often this roll shall take place. It is meant to be done at Dawn every day but you and your DM may opt for a longer or shorter interval, or a different time of day to execute the roll. The DM may also call for a random Splitter Roll at any time of his or her choosing. The results of the roll will have the following effect:
1-33=The Player shall be a Protector until the next Splitter Roll.
34-66=The Player shall be an Avenger until the next Splitter Roll.
67-99=The Player shall be a Seeker until the next Splitter Roll.
100=The Player shall be a Split until the next Splitter Roll.
• The Split has access to the passive and active abilities of 2 Spectre Subraces until the next Splitter Roll.
• New or repeated combinations may be used any time the Split is rolled.
• One additional spell slot will be granted to the player while the Split is active.
• Your DM may reserve the right to choose one or both of the subraces used. It would be wise to work this out with them beforehand.
Superchange: At Level 15, the Splitter becomes better accustomed to drawing on multiple ability types and its Splitter Roll may more easily result in the creation of a Split:
1-25=The Player shall be a Protector until the next Splitter Roll.
26-50=The Player shall be an Avenger until the next Splitter Roll.
51-75=The Player shall be a Seeker until the next Splitter Roll.
76-100=The Player shall be a Split until the next Splitter Roll.
Spectre
Spectres are something of an enigma. Very few in Faerun will even acknowledge their existence. And nobody who either believes in, or knows of, their existence can agree on what they are or how they behave. Wild rumors have spread throughout Faerun about settlements ranging in size from a single house to an entire city whose inhabitants were killed by a single Spectre. Which makes it seem quite outlandish when others claim that a Spectre had put forth a herculean effort to save them from certain death. The only things that people can agree on is that they are ghostly and humanoid in appearance, deadly when provoked, and seem to have a relentless need to accomplish a specific objective. Of course there’s a little more to it than that.
The truth is that there are a few places in each plane of existence where intense emotional energies are drawn in, and contained. During normal times, these emotional energies are processed and eventually dispersed, kind of like an emotional kidney. Every now and again however, certain unknowable conditions arise which cause these locations to become overwhelmed and unable to properly clear the energies they contain. When this happens, the energies become so tightly packed that they coalesce into a loose physical form. This physical form remains in the filter for a time, absorbing the remaining excess emotional energy until the filter comes back into balance. When that balance is restored, the physical form awakens.
Upon awakening, a Spectre adopts a specific color which indicates its ultimate function. It also feels an instinctive pull towards the object of its purpose. However, it will only have limited knowledge of what it’s purpose is. For example, a Protector won’t know who or what their charge is, nor will they know what they are protecting it from. Their complete purpose can only become clear once they reach their charge and even then, the whole picture may not be revealed. This lack of complete knowledge may offer an avenue for a Spectre to be manipulated, but only for a limited time. Once it realizes it is being duped, the Spectre will turn on whoever has been distracting it from its purpose and the results are always brutal and deadly. Even if the Spectre never figures out that they are being kept away from their purpose, they only live for so long.
Every purpose for the Spectre is time sensitive. If an Avenger is supposed to kill a person and that person dies before the Avenger gets there, or if a Protector’s charge dies before they can be reached, then the Spectre will die within 1 week. Additionally, if the Specetre reaches level 20 and still has time to achieve their aim, they have 6 months to do so or they will suffer a hideous and painful death. However, if they do manage to fulfill their objective in time, their color shall begin to fade and their ectoplasm will begin to drip off. They will feel no pain and in the end, will pass peacefully. The imbalance that they were the result of will have been corrected and the energy balance of Faerun restored.
Physical Description
Spectres are humanoid in form but they are constructed primarily of ectoplasm rather than flesh. This ectoplasm has a slight glow to it and depending on what their purpose is, it will assume a specific color. Regardless of the color of the ectoplasm, a Spectre’s build is usually quite slight. Their eyes are always black and they seem to glide along the ground as much as walk. They also speak telepathically so, while they do project a voice that comes naturally to them, they do have the ability to manipulate that voice in any way they desire.
History
The Spectre’s unusual lifecycle and the lack of any uninterupted lineage make their history quite difficult to figure out. With sources that are at best unreliable, an almost complete lack of corroberating testimiony, and our inability to examine evidence from seemingly outlandish events that occurred centuries ago, it seems like an impossible task to piece together an accurate history of the Spectral Race.
Society
Since there has never been more than one Spectre in existence at one time that we know of, there is likely no Spectre society.
Spectre Names
There are no naming traditions among Spectres. In fact, some Spectres live their whole life without ever taking a name. The few Spectres that we know to have existed have all had single names like Gorak or Daeblar. But unconfirmed reports claim that there have been Spectres who have taken on a surname and a given name.
Spectre Traits
Ability Score Increase. +1 Wisdom.
Age. Spectres do not age. They often appear slightly youthful, around 22 or 23.
Alignment. Spectres favor no particular alignment.
Size. Medium
Speed. Your base movement speed is 30 feet. The typical speed penalties apply while climbing.
Dissolve. Dead Spectres do not leave bodies behind. When the Spectre fails its third death saving throw, the body dissolves into an ectoplasmic puddle, which evaporates in 1d20 minutes. Until it evaporates, any creature who steps in it must make a dexterity saving throw with a DC of 13. A failed roll will result in the player slipping and falling prone. A success will result in their movement speed being reduced by half on their next turn. The effect will only last one turn.
Resistance. Poison Damage is reduced by half against a Spectre.
Vulnerability. Force Damage is doubled against a Spectre.
Ethereality. At first level, a Spectre may use a Reaction against a single physical attack to partially enter the ethereal plane and avoid damage. This may be done once per short rest and is accomplished by a roll of 1d6+Charisma Modifier. At third level, roll 1d6 twice per short rest. At fifth level, the roll becomes 2d6 once per short rest. At seventh level, roll 2d10+ Charisma Modifier twice per short rest.
Languages. All Spectres speak Common and can choose one more language from the following list: Draconic, Elven, Dwarven, Giant, Orcish
Subraces. The three primary Spectre Subraces are the Protector, the Avenger, and the Seeker. Which subrace the Spectre is will depend on its chosen purpose.
Protector
A person or place that holds, or will hold, great significance is under threat and can only survive if the Protector finds them in time.
Ability Score Increase. Your Strength score increases by 2.
Protector’s Presence. The Protector’s ectoplasmic body glows blue and their presence soothes their allies granting them +1 to all Charisma rolls when the Protector is within 30 feet. However The Spectre
Ethereal Strike. At first level, a Protector learns that their melee weapon can be commanded to momentarily enter the Ethereal plane. Once per long rest, on an unsuccessful attack roll, the Spectre’s weapon shifts to the ethereal plane and passes through the opponent’s armor dealing half damage. The effect lasts for a single attack and may only be triggered once per turn. At third level, this effect may be used twice per long rest. At tenth level, the Spectre learns how to achieve full damage with this shift and can do so twice per long rest.
Protective Magics. At first level, the Protector learns the Resistance cantrip. At third level, the Protector learns the Message cantrip. At fifth level, the Protector learns the cantrip Spare The Dying.
Avenger
A person or place has been destroyed by a great evil. The Avenger must seek out and destroy this evil, whatever its form, to ensure it can never cause another catastrophe.
Ability Score Increase. Your Charisma score increases by 2.
Avenger’s Imposition. The Avenger’s ectoplasmic body glows red and their presence strengthens their allies granting them +1 to all Constitution rolls when the Avenger is within 30 feet.
Ethereal Void. At first level, an Avenger learns to summon a pocket of darkness and silence. Once per long rest, one creature of the Avenger’s choice must succeed on a Wisdom save or their head will be surrounded by this pocket which silences, blinds, and deafens them for the duration. At the end of the target’s turns, the target may make another Wisdom save. The save will have advantage if it is triggered by damage. On a successful save, the spell ends.
Casting Time. 1 action
Range. 30 feet
Components. V S
Duration. Up to 1 minute
Avenging Magics. At first level, the Avenger learns the Chill Touch cantrip. At third level, the Avenger learns the Firebolt cantrip. At fifth level, the Avenger learns the Sacred Flame cantrip.
Seeker
A person or artifact of great importance has disappeared and unless it is found in time, a great calamity will befall the world.
Ability Score Increase. Your Dexterity score increases by 2.
Seeker’s Sight. The Seeker’s ectoplasmic body glows green and their presence focuses their allies granting them +1 to all Perception, and Insight checks when the Protector is within 30 feet.
Ethereal Cloak. Starting at first level, the Seeker learns the ability to fully shift into the Ethereal plane. Once per long rest, the Seeker will choose a single creature or object as its target. The Seeker will then phase into the Ethereal plane and will re-emerge instantly into the material plane directly behind, and within melee striking distance of the target. The Seeker then makes an attack with advantage and will add 1d6 bonus damage to a successful attack. A failed attack will provoke an attack of opportunity from the target.
Seeking Magics. At first level, the Seeker learns the Minor Illusion cantrip. At third level, the Seeker learns the Prestidigitation cantrip. At fifth level, the Seeker learns the Mage Hand cantrip.
Splitter (PLEASE make absolutely certain to talk to your DM about this subrace before using)
During times of great unrest, enough energy jams the emotional processor to create more than one Spectre. However, only one is born. This Spectre typically has a purpose of immense magnitude and can draw upon the abilities of more than one of the Spectre subraces.
Interchange: At the start of the campaign, the player will roll a Percentile Die. This is called The Splitter Roll. Discuss with your DM how often this roll shall take place. It is meant to be done at Dawn every day but you and your DM may opt for a longer or shorter interval, or a different time of day to execute the roll. The DM may also call for a random Splitter Roll at any time of his or her choosing. The results of the roll will have the following effect:
1-33=The Player shall be a Protector until the next Splitter Roll.
34-66=The Player shall be an Avenger until the next Splitter Roll.
67-99=The Player shall be a Seeker until the next Splitter Roll.
100=The Player shall be a Split until the next Splitter Roll.
• The Split has access to the passive and active abilities of 2 Spectre Subraces until the next Splitter Roll.
• New or repeated combinations may be used any time the Split is rolled.
• One additional spell slot will be granted to the player while the Split is active.
• Your DM may reserve the right to choose one or both of the subraces used. It would be wise to work this out with them beforehand.
Superchange: At Level 15, the Splitter becomes better accustomed to drawing on multiple ability types and its Splitter Roll may more easily result in the creation of a Split:
1-25=The Player shall be a Protector until the next Splitter Roll.
26-50=The Player shall be an Avenger until the next Splitter Roll.
51-75=The Player shall be a Seeker until the next Splitter Roll.
76-100=The Player shall be a Split until the next Splitter Roll.