Mournborn of Eberron

by DivertedCircle

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Mournborn of Eberron

Most of those touched by the magical grey mists that engulfed the nation of Cyre on the day of Mourning were killed outright. Those few who were on the borders of the nation and managed to flee the approaching wall of mist escaped mostly intact. Any that the mist never touched are no different from any other person, however those who came into contact with even the smallest tendril of mist were changed, their bodies drastically altered by the strange magics. These people are known as the mournborn, and they no longer appear quite human.

For the most part the mournborn have retained the personalities they had prior to the changes, though most now suffer from PTSD. Their bodies were changed drastically though, each one being charged with a natural element. Each has had their body attuned to a specific element, either air, earth, fire, or water. They resemble humans still but have unusual skin color (red, green, blue, or gray), and there is something odd about them. Those attuned to earth or water tend to be heavier, while those of air or fire tend to be lighter.

The mournborn have spent the past four years piecing together their shattered lives and coming to grips with the loss of friends and family, and the changes to their bodies. Now, these survivors seek to uncover the cause of the cataclysm and avenge their people against the architects of the Mournland. The mournborn also harbor lingering animosity toward those who threatened or betrayed Cyre during the Last War, struggling daily to harness or put aside this hatred. They refuse to believe that Cyre had any hand in its own destruction.

Mournborn Traits

The magics that twisted your form manifest in a variety of traits you share with other mournborn.

Ability Score Increase. Your Constitution score increases by 2.

Age. Mournborn mature at about the same rate as humans and reach adulthood in their late teens. It's unknown if the magics that changed their bodies have had any effect on their life span, only time will tell.

Alignment. Independent and self-reliant, mournborn tend toward a neutral alignment.

Size. Mournborn don't vary much in size compared to their previous human form. They are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one language of your choice.

Subraces. Four subraces of mournborn are found on Eberron. Choose one of these subraces.

Air Infused

Mournborn whose bodies have been changed by the element of air typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air mournful speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dexterity score increases by 1.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You know the gust cantrip. When you reach 3rd level, you can cast the zephyr strike spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the warding wind spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Whisper on the Breeze. You can subtly guide the wind currents to better eavesdrop on distant or whispered words. You gain advantage on Wisdom (Perception) rolls to understand voices you can hear as long as air can freely flow between you and the speakers.

Earth Infused

Earth infused mournborn have inherited some measure of control over earth, gaining superior strength and solid power. Some earth infused mournborn always have bits of dust falling from their bodies and mud clinging to their clothes. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth infused mournborn can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny crystals.

Ability Score Increase. Your Strength score increases by 1.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone. You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the absorb elements spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Stand Your Ground. You gain advantage on Strength saving throws and ability checks to resist being shoved, knocked prone, or otherwise moved against your will while standing on stone, soil, brick, sand, or other forms of earth.

Underworld Secrets. You gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made to find hidden spaces and passages in caves.

Fire Infused

Nearly all fire infused mournborn are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Voices of fire infused mournborn might sound like crackling flames, and their eyes flare when angered.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to Fernia, the Sea of Fire, make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Infused

Most water infused mournborn look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water infused mournborn's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the water walk spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.