Altir v2.0

by jaudintidedmUwU

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Altir

based upon the Eldritch Hybrid homebrew race by starscr3am on dnd beyond

To be an Altir is to be a child of dark magic and unnatural selection. your body molded in strange, unpredictable and disturbing ways by powers from beyond the stars, powers that most mortals could never comprehend

Eldritch Bloodline

Looking upon them many Altir are hard to even recognize as to what their mortal lineage was, most of their bodies being impritend on by the aberrant stain running through their veins. mutations such as multiple misplaced eyes or mouths, warped shapes with added elongated limbs and prehensile tendrils or sharpened teeth and miscolored scaled or slick wet skin being common place

many shapes, rarely the same

"Altir" isn't really so much a race such as Infernal Tieflings tracing their lineages to the nine hells. Altir is a general term for any Aberrant touched mortals and as such it's members rarely have any shared bodily traits unless directly related

chosen outcasts

altir are often looked down upon by their peers due to their twisted forms and naturally gravitate to outsiders views and independence in unorthodox beliefs, most altir tend to be cynical in outlook and usually are chaotic in alignment

Names

Altir names are most often the names of their birth culture. Others that have been brought into Eldritch cults or who become forbidden lore nerds abandon their mortal names to adopt names that bring them closer to their Eldritch Lineage.

Eldritch Names: Xaxh'dhrolbh, Broctu, Grouzos, Vrogr'me, Ctobr'thi, Yishobhi, Ecnodhrith, Uvriorvan, Yzaoxh'xi, Iauxaioklin, Kthecnurh, D'ejh'itrox, Nuigro, Kaognnor

Altir traits

your Altir character has the following traits

  • creature type: humanoid and aberration or monstrosity. chosen when you select this race
  • age: Altir are unpredictable when it comes to their lifespans. Most of them tend to live for a few hundred years
  • size: your size is small (2-4 feet) or medium (5-8 feet), chosen when you select this race
  • speed: 30 feet
  • Darkvision. You have Darkvision with a range of 60 feet.
  • Peculiar Mind. you have resistance to psychic damage
  • Eldritch Mutation. Your Eldritch genetics have caused two of many possible physical mutations to manifest itself on and within your body. you gain the benefit of two mutations of your choice, with examples of each

1. additional eyes, sensory tongues or tendrils. you have proficiency in the perception skill and gain no perception penalties when unconscious or Incapacipated

2. claws, razor teeth, additional mouths or a lashing tail. you have two body parts that act as natural weapons which count as having finesse. when you hit with them they deal 1d6 + strength or dexterity modifier piercing and slashing damage respectively, instead of the bludgeoning damage normal for an unarmed strike.

3. extra limbs or prehensile tentacles. you have two additional limbs, as long as you have atleast one free you can interact with an object as a bonus action

you need to use 4 of your limbs in order to use a heavy weapon or a versatile weapons higher damage damage die and you must use 2 of your limbs on the same side of your body to use a staff, shield or versatile weapon and to grapple a creature

4. long prehensile tentacle, tongue or tail. you have an additional limb or limbs that can axtend and interact with objects within 30 feet of you as an action, these limbs cannot lift or carry more than 10 pounds or attack

5. gills or amphibian skin, webbed feet or writhing cilia. you can breathe air and water and have a swim speed equal to your walking speed

6. scally or leathery skin, exosteleton or exterior bones. when as you are not wearing armor your base AC equals to 13 + your Dex or Str modifier, additionally when wearing Light or Medium Armor you may use your Strength instead of Dexterity to determine your armor class

  • Abberant Brood. the eldritch blood in your veins gives you supernatural abilities. choose one Brood to gain the powers of. any DC for these traits is Calculated as following:

DC = 8 + your Proficiency Bonus + your Intelligence, Wisdom or Charisma ability modifier (choose the ability when you select the Brood).

choose the same way for any spellcasting you get

Formless Flesh

your flesh is fluid and formless, rearranging and morphing as you will

Maleable. As an action, you can change your appearance and your voice. You determine general the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and can change your size between Medium and Small, though your weight remains the same. You can make yourself appear as a member of another race, though none of your game statistics change, as well as make yourself camouflaged into your surroundings, though you must keep the same general limb arrangement and stance

  • any clothes you're wearing are unchanged by this trait though you can make yourself look like you're wearing clothes
  • while your appearance is changed by this trait you have advantage on any Deception and Perfomance checks you make to come off as a creature you changed into and have advantage on Stealth checks in the chosen surroundings
  • this shapeshifting is noticeably imperfect and any creature can tell you're off with a succesful Perception or Investigation check, any such check has advantage if you're trying to disguise yourself as a creature the target knows
  • this change lasts until you end it (no action required) or you gain the Unconscious or Incapacitated condition

Vile Spawning

you may be able to birth minor aberrations or your presence may act as a portal to the far realms

Grave Arrival. you know one damage dealing cantrip of your choice from the Sorcerer or Druid spell list, also you learn the Find Familiar spell and always have it prepared. you can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

when you cast Find Familiar with this trait it gets modified in the following ways:

  • it's creature type becomes Abberation
  • it gains a bonus to it's hit points, AC and Intelligence score equal to your proficiency modifier
  • as long as it's within 120 feet of you you can cast any cantrip you know through it, regardless of range

minor Omniscince

you may trace you birth back to an aboleth or the corruption of an all knowing old one, your mind brims and flashes with knowledge even if you'd have no earthly ways of knowing it

bonus proficiencies. you learn one language and have proficiency in one Tool and Intelligence Skill of your choice

Outer Insight. when you make a d20 test that uses an Intelligence skill or a tool, you can roll a d6 immediately after seeing the number on the d20 and add the number rolled to the total. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • alternatively at level 5 you can instead expend three uses of this trait to exchange a language or proficiency you gained from this species for a different language or proficiency of the same type you could have gained

Maddening Presence

you can beget madness with little more than a look

Spreading Hysteria When you take the Attack Action on your turn, you can replace one of your attacks with an attempt to twist the mind of creature within 60 feet that you can see or that can see you. the chosen creature must make an Intelligence saving throw on a failed save, a creature takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage, This damage increases by 1d6 when you reach the following character levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

  • when a creature would miss the attack it had disadvantage on from failing this save you may choose another creature within that attacks reach, the attack targets the chosen creature and uses the higher of the two rolls to determine if it would hit instead of the lower

Uncanny Constitution

your alien physique allows you to survive blows or conditions that would fell lesser beings

Old Ones Vitality. as a bonus action you may regain hit points equal to your proficiency bonus + your constitution modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

  • alternatively you can expend two uses of this trait as a reaction When you are reduced to 0 Hit Points but not killed outright to regain the same amount of hit points, once you use it this way you can't do so until you finish a long rest
  • additionally you can last an additional number of days equal to your proficiency before gaining exhaustion from dehydration or starvation

Regrowth. whenever you regain hitpoints during a short or long rest you regrow any missing extremities or digits, any other missing body part grows back during 7 days as long as you have atleast 1 hit point the whole time

 

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