Awakened Weird 5e Race
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"So...I've asked this before, but-"
"Yes, I am fire given human form"
"And does that-"
"Yes, it means I can burn anything I touch, provided it can burn."
"So can I-"
"No, you may not roast marshmallows over my head."
-Callum the Ranger, asking his friend Blaze about his elemental nature...again...for
the 20th time."
1
Physical Description Awakened Weird Traits
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magics.
History
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score of your choice each increase by 1.
Society
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awakened weird can live in an awakened state for extremely
Awakened Weird Names varying times. Some live for months, others have lived for
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Male: Ocean, Boulder, Flame, Storm.
Female: Lake, Dust, Spark, Breeze. Alignment. Being newly awakened, awakened weirds do
not understand law or chaos, but they can learn it throughout
their lives. Good and evil are simple concepts for them,
allowing them to decide between the two how they like.
Size. The magics used to create them leave them with a
humanoid form, giving them any build from humans, to elves,
to dwarves, etc. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elemental Demise. If you die, your body disintegrates into
a harmless substance suiting your subrace and leaves behind
an elemental crystal along with your equipment. For the
purpose of spells that would return you to life, the crystal is
your body. If you are returned to life from the crystal, roll a d4.
On a 1, you are returned to life as a different subrace.
Languages. You can speak, read, and write Common, and
Primordial
Subrace. Choose between water weird, earth weird, air
weird, and fire weird
Water Weird Air Weird
Ability Score Increase. Your Dexterity score increases by Ability Score Increase. Your Wisdom score increases by
1. 1.
Amorphous Form. You can pass through an enemy's space Airy Form. You can move through an enemy's space as
as though it were difficult terrain, and can pass through an though it were difficult terrain, and can pass through an
opening as narrow as 1 inch without squeezing. opening as narrow as 1 inch across without squeezing.
Waterborne. You gain a swim speed equal to your walking Unbound Body. You have advantage on Dexterity checks
speed. In addition, you don't need to drink and you can and saves to escape grapples and nonmagical restraints.
breathe air and water.
Air Magic. You know the thunderclap cantrip. When you
Suffocation. On a successful grapple check, as a bonus reach 3rd level, you can cast the thunderwave spell once with
action you may attempt to suffocate your opponent. this trait, requiring no material components, and retain the
ability to do so after a long rest. When you reach 5th level, you
Water Magic. You know the ray of frost cantrip. When you can also cast the levitate spell once, requiring no material
reach 3rd level, you can cast the ice knife spell once and need components, and regain the use of this trait after a long rest.
to finish a long rest before you can cast it again. Intelligence Wisdom is your spellcasting ability for these spells.
is your spellcasting ability for these spells.
Height. Your height is 5'11" + 2d12 inches.
Height. Your height is 5'11" + 2d12 inches. Weight. Your weight is 10 lbs + (Your height modifier
Weight. Your weight is 80 lbs + (Your height modifier x (2d12) x 1d4)
2d6)
Earth Weird Fire Weird
Ability Score Increase. Your Constitution score increases Ability Score Increase. Your Charisma score increases by
by 1. 1.
Earthen Step. You can move across difficult terrain Flaming Form. You can pass through an enemy's space as
created by earth or stone as though it was normal terrain and though it were difficult terrain, and can pass through an
do not disturb the ground when you walk. opening as narrow as 1 inch across without squeezing
Earthen Form. You are resistant to nonmagical Hidden Flame. You gain resistance to fire damage.
bludgeoning damage. 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
Darkvision. You can see in dim light within 60 feet of you light. You can't discern color in darkness, only shades of red.
as if it were bright light, and in darkness as if it were dim Flaming fists. Your unarmed strikes deal 1d4 fire damage.
light. You can't discern color in darkness, only shades of Fiery Magic. You know the produce flame cantrip. When
brown. you reach 3rd level, you can cast the burning hands spell once
and need to finish a long rest before you can cast it again.
Earth Magic. You know the magic stone cantrip. When you Charisma is your spellcasting ability for these spells.
reach 3rd level, you can cast the earth tremor spell once and Height. Your height is 5'11" + 2d12 inches.
need to finish a long rest before you can cast it again. Weight. Your weight is 20 lbs + (Your height modifier
Constitution is your spellcasting ability for these spells. (2d12) x 2d6)
Height. Your height is 5'11" + 2d12 inches.
Weight. Your weight is 250 lbs + (Your height modifier
(2d12) x 2d10)
Suggested Characteristics
When creating a awakened weird character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your
character. Use these tables in addition to or in place of your background's characteristics. With quirks, feel free to substitute in
your own ideas relating to the examples given.
d6 Personality Trait
1 My new life is a little strange. I make the most of it.
2 I abhor other elementals. They're bound by greed and power.
3 Why are humans and elves so strange? They all look so similar, yet they're so different
4 I love the natural world of the material plane! Much different than the elemental planes.
5 Who in their right mind would ever befriend me? I'm the strangest of my kind.
6 Um...I can do a cool party trick.
d6 Ideal
1 Power: No one will take power from me. Only I deserve to take power from others. It's why I was made, after all. (Evil)
2 Charity: Even with my strange upbringing, I still give back whenever possible. It's the least I can do for an amazing gift.
(Good)
3 Order: Despite my...unusual appearances, I still do what I can to uphold order, even with the elemental chaos swirling
inside me. (Lawful)
4 Freedom: No one should live under the rule of another unless they wish to. I work to help others realize the same
freedom I have. (Chaotic)
5 Survival: Survival of the fittest. No simpler rule in life, even the elemental immortals realize this. (Neutral)
6 Creation: Everyone can create, no matter their views on life. Even a strange being like myself. It's...calming. (Any)
d4 Bond
1 To my creator, wherever the old man is now. May the chaos be calmed in his astral wake.
2 To those I see as friends. For taking a chance on a strange being such as myself.
3 My enemies, surprisingly enough, have shown me the true meaning of loyalty and purpose.
4 Whoever gets in my way. Shows me that I'm going the right way.
d6 Flaw
1 I'm too eager to see what this world has to offer. I am often labeled as reckless for this.
2 If someone wants to fight, I will fight. Sometimes, I start fights just because I'm bored.
3 I shy away from fights unless I have to. Often times, I just straight run myself into a corner
4 I think everyone secretly hates me, most times to the point of paranoia.
5 If someone hates me, I hate them with every inch of my being. If someone is kind, I will be a loyal friend to a fault.
6 Why does everyone think I'm evil just because I'm elemental? It's that question that leads me to isolation. Even among
friends.
d4 Quirks
1 Sometimes your elemental nature can reveal itself more prominently. A little wave of water across your skin, a tiny rock
falling from your hair, a puff of smoke from your nose, a random wind whipping your hair gently, etc.
2 Whenever you are nearby a source of your elemental nature, it tends to motion towards you harmlessly.
3 Although you don't exactly need to impress humanoids, your base humanoid body is...more "noticeable"
4 Whenever you use elemental magic, parts of your body harmlessly shift to that element briefly. Even if those elements
conflict with your subrace.