Table of Contents
Endlings
Homebrew race for D&D 5th edition by Dick Jarvis
As she sat under the night sky, feet hanging over the water, Sorilla looked to the horizon, lost in the infinite stars. That dull pain in her heart picked it’s moment, weighing down on her. It was the pain of insurmountable disconnection. She closed her eyes and imagined a paradise where she belonged; where she could be understood.
Sorilla cried in the darkness, her eyes shut tight. She knew that when she opened them she would be plunged back into her life, to the pain and loneliness that loomed over her. She sat and waited on the bridge until Sol struck, and the light gently brought her back to reality.
That morning Sorilla left home, never to return. She would carve out a place in this world and forge her paradise. She had to; there was nothing else.
—G.E.Brindle, Beacons of Arcadia
When humans live in close proximity to the Gods of Arcadia, the awesome power radiates through these mere mortals. On rare occasions, when a child is born in a god’s immediate presence, it is transformed into a completely different type of mortal being. Collectively they are known as Endlings, but it would be in error to treat them as kin. Each individual takes on drastically different appearances, traits and abilities. They are born into a world where they are truly alone.
Cosmic Orphans
Each Endling struggles with the knowledge that they are the first and last of their kind. When they leave the realm of mortals, nothing left of them will remain. They face an existential sadness that their friends and companions struggle to understand. Some of them submit to despair, while others commit themselves to being remembered. The life of adventure, of heroic deeds and renown, are often very appealing to Endlings; especially those blazing a trail to greater heights.
Defined by Imperfection
One thing all Endlings have in common is that they are accidental creations. This is reflected in their appearance; Endlings look like they were made wrong. Their divine skin is fractured, pieces of them are missing, or they are asymmetrical in absurd ways. They are pseudo-gods, divine beings left incomplete by uncaring deities.
All Endlings have a shocking appearance which influences the way they are treated by society. Some are regarded with awe or respect, while others might be met with fear and revulsion. Most of them have to deal with rudeness, whether it be from stigma or very personal boundary-crossing questions.
Divine Potential
Being born from divine intervention, no matter how accidental, leaves Endlings marked with terrible potential. It is a ray of hope in a bleak existence. Endlings have the latent ability to gather power and enter the realm of gods.
The road to ascension is different for every individual, and not every Endling will achieve this goal - but those who do leave the realm of mortals behind and gain the status of a god. A life of heroism and great deeds can cement an Endling in the pantheon of Arcadia permanently.
Endling Names
Endlings come from human society, their names often originating from the same culture as their parents. Endlings who have taken on the task of ascending to godhood may adopt a new name.
Endling Traits
Few Endlings share the same traits, but there are some they all have in common.
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2.
Age. Endlings mature at the same rate as Humans. Their lifespan varies greatly, but can usually be measured by centuries.
Alignment. ⚪🔵⚫🔴🟢 Endlings have no consistent alignment.
Size. Most Endlings are the same size and build as Humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Imperfect Form. You select traits from the Imperfect Form table which are reflected physically in your character’s description. To select these traits, you must spend Imperfection points. You have 2 Imperfection Points to spend, but selecting traits with negative points will add to the Imperfection Point total you can spend. You can only select up to 4 positive traits, but are not limited in the negative traits you can select.
Ascension. Most Endlings dream of ascending to the realm of Gods. You transform into a God when you meet the following conditions:
- You reach 20th Level.
- You help defeat and claim a trophy from a legendary creature.
- You obtain 3 Legendary Items or Artifacts.
- You gather 1000 worshippers.
- Your worshippers construct a temple for you unprompted and of their own free will.
When these conditions are met, you enter a temple your worshippers have constructed and begin a metamorphosis for 1 year. When you emerge, you are a God and permanently enter the Arcadia Pantheon. What this means for the future of your character in the campaign is determined by your Dungeon Master.
Languages. You can speak, read, and write Common and one language of your choice.
Imperfect Form Table
The physical descriptions listed here are strong suggestions, but any description of appearance that sells the trait can be substituted. If you select two traits which seem to be in conflict, the Negative trait is given priority. If they only contradict each other visually, enjoy the design challenge of incorporating them both into your character’s description. You can’t take a trait more than once, but some traits are listed multiple times and can be chosen in order. You can only select up to 4 positive traits.
Positive | Point Value | Negative | Point Value |
---|---|---|---|
Larger Size | 2 | Smaller Size | -2 |
You are significantly larger and more muscular than humans. Your Strength score is increased by 1. | You are significantly smaller and less muscular than humans. Your Strength score is decreased by 2. | ||
Light Limbs | 3 | Heavy Limbs | -3 |
Your limbs are light; perhaps they are made from ethereal smoke, or missing segments and defying physics.Your Dexterity score is increased by 1. | Your limbs are heavy; perhaps they are made from steel, or sporting cumbersome sections of bone. Your Dexterity score is decreased by 2. | ||
Hardy Form | 2 | Sickly Form | -2 |
You have a healthy body, and are bulkier than humans. Your Constitution score is increased by 1. | You have a sickly form, and are scrawnier than humans. Your Constitution score is decreased by 2. | ||
Expanded Mind | 2 | Small minded | -2 |
Your mind seems to contain the entire cosmos. Your Intelligence score is increased by 1. | You have a seemingly empty head. Your Intelligence score is decreased by 2. | ||
Old Soul | 2 | Skin of Lies | -2 |
You were born old. Your Wisdom score is increased by 1. | Text on your forearms shift into various untruths about reality. Your Wisdom score is decreased by 2. | ||
Beautiful | 5 | Ugly | -6 |
You are supernaturally beautiful, your face containing sublime features that a human’s does not. Your Charisma score increases by 1. | You are far uglier than humans, your facial features unquestionably revolting. Your Charisma score decreases by 2. | ||
Tail | 1 | Unreliable Limbs | -1 |
You have a tail. You gain proficiency in Acrobatics. | Your legs are formed in such a bizarre way that they can’t be relied on. You have disadvantage on Acrobatic check. | ||
Animal Features | 1 | Threatening Aura | -1 |
You have features in common with an animal. You gain proficiency with Animal Handling. | Something about your features, whether it be the dead eyes or twisted brow, frightens animals. You have disadvantage on animal handling checks. | ||
Inherent magic | 1 | Cold Soul | -1 |
Your veins run with Arcane energy, gifting you with an inherent understanding of Magic. You gain proficiency with Arcana. | Your colours are dull, and your eyes are cold - you feel disconnected from the spellweave. You have disadvantage on Arcana checks. | ||
Muscular | 1 | Frail | -1 |
Your muscles are supernaturally defined. They might glow with arcane energy, or be exposed through the skin. You gain proficiency with Athletics. | Your muscles are small, or non-existent. They may be made from tendrils, or you may have skeletal limbs. You have disadvantage on Athletic checks. | ||
Silver Tongue | 1 | Baby Face | -1 |
Through gold teeth and silver tongue, lies flow like water. You gain proficiency with Deception. | Your kind face is incapable of mischief. You have disadvantage on Deception checks. | ||
Living Tattoos | 1 | Disconnected Mind | -1 |
Your body is covered in an animated tapestry which chronicles your adventures. You gain proficiency with History. | Part of your skull is missing or does not connect to your body, impacting your recollection skills. You have disadvantage on History checks. | ||
Ethereal Eyes | 1 | Twisted Mind | -1 |
Your magic eyes can peer into someone’s soul. You gain proficiency with Insight. | Your mind is literally and visibly twisted. You have disadvantage on Insight checks. | ||
Monstrous Features | 1 | Cute | -1 |
You have features in common with monsters. You gain proficiency with Intimidation. | You have soft, squishy features. You have disadvantage on Intimidation checks. | ||
Mechanical Mind | 1 | Abstract Mind | -1 |
Your mind works mechanically, visibly and literally. You gain proficiency with Investigation. | Your mind works abstractly, visibly and literally. You have disadvantage on Investigation checks. | ||
Soothing Aura | 1 | Ceramic Flesh | -1 |
Your body radiates a glowing, healing energy. You gain proficiency with Medicine. | Your body is not made from flesh. You have disadvantage on Medicine checks. | ||
Photosynthesis | 1 | Hazardous Flesh | -1 |
Your body is partly made of plant material, helping you understand the natural world. You gain proficiency with Nature. | Your body is composed of pollutants. You have disadvantage on Nature checks | ||
Golden Eyes | 1 | Empty Sockets | -1 |
Your eyes are made with precious metals and gems. You gain proficiency with Perception. | Your eye sockets appear to be mostly empty. You have disadvantage on Perception checks. | ||
Mask | 1 | Blank Face | -1 |
Your face appears to be a sculpted mask. You gain proficiency with Performance. | Your face is incapable of forming expressions. You have disadvantage on Performance checks. | ||
Kintsugi Skin | 1 | Broken | -1 |
Your fractured skin has been repaired with precious metal, turning you into a living piece of art. You gain proficiency with Persuasion. | Your skin is cracked, fractured and worn like an old piece of equipment. You have disadvantage on Persuasion checks. | ||
Symbolic Brands | 1 | Heartless | -1 |
Your body is covered in symbols and text from various religions. You gain proficiency with Religion. | There is a hole in your chest where your heart should be. You have disadvantage on Religion checks. | ||
Detached Hands | 1 | Monstrous Hands | -1 |
Your hands are not connected physically to your body. You gain proficiency with Sleight of Hand Checks. | Your hands are heavy and take on a monstrous appearance. You have disadvantage on sleight of hand checks. | ||
Shroud | 1 | Noisemaker | -1 |
Parts of your body seem to be made from dense smoke. You gain proficiency with Stealth. | Parts of your body jostle or ring when you move. You have disadvantage on Stealth checks. | ||
Leather Palms | 1 | Translucent Skin | -1 |
The palms of your hands and the bottoms of your feet consist of dense, hide-like material. You gain proficiency with Survival. | You have delicate, translucent skin which is vulnerable to the elements. You have disadvantage on Survival checks. | ||
Fins | 2 | Misshapen Leg (1) | -1 |
You have fins or a hydrodynamic tail. You gain a swimming speed of 25 feet. | One of your legs is very clearly not a leg. Your movement speed is reduced by 5 feet. | ||
Pseudo-Wings | 8 | Misshapen Leg (2) | -2 |
You have a pair of wings. Sort of. You can cast Feather Fall on yourself at will, and Jump on yourself at will. | One of your legs is very clearly not a leg. Your movement speed is reduced by 5 feet. | ||
Wings | 10 | Misshapen Leg (3) | -4 |
You have a pair of wings. No, really. You gain a flying speed of 30 feet while you aren’t wearing heavy armor. | Both your legs are fused into a serpent-like tail. Your movement speed is reduced by 5 feet. | ||
Climbing Claws | 2 | Misshapen Leg (4) | -6 |
You have claws suitable for climbing. You gain a climbing speed of 20 feet. | The form your legs take is useless, or they are removed entirely. Your movement speed is reduced to 0. | ||
Extra Limb (1) | 2 | Weak Limb (1) | -3 |
You have an additional arm. It does not grant additional actions, but can be used to hold weapons and equipment. | You sport a withered, skeletal arm. One of your arms is too weak to wield weapons or shields. | ||
Extra Limb (2) | 4 | Weak Limb (2) | -4 |
You have an additional arm. It does not grant additional actions, but can be used to hold weapons and equipment. You can use the Use An Object Action as a Bonus Acton. | You sport a withered, skeletal arm. One of your arms is too weak to wield weapons or shields. | ||
Extra Limb (3) | 8 | Weak Limb (3) | -6 |
You gain two additional arms. They do not grant additional actions, but can be used to hold weapons and equipment. | (requires more than 2 arms) All your limbs are weak and twisted. You make melee and ranged weapon attacks with disadvantage. | ||
Sinister Claws | 1 | Bracers | -2 |
Your claws deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | You were born with a pair of golden bracers around your wrists, and a talisman around your neck. You must follow the commands of any creature who holds this talisman as if you were under the effects of Dominate Person. | ||
Fangs | 2 | Padded Fists | -1 |
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | Your hands are covered in a material which softens the blow of your strikes. Your unarmed strikes are made with disadvantage and deal no damage. | ||
Reflective Eyes | 1 | Eyes of Darkness | -4 |
Your eyes shine in the dark, collecting any light in the area. You gain Darkvision of 60 feet. | Your eyes are elemental in nature, like two orbs of Darkness. You suffer from Sunlight Sensitivity. | ||
Natural Armor (1) | 2 | Weak Hide (1) | -1 |
You have tough skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. | Your skin is thin or missing in places. Your Armor Class is Reduced by 2. | ||
Natural Armor (2) | 4 | Weak Hide (2) | -3 |
You have tough skin. When you aren't wearing armor, your AC is 15 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. | Your skin is thin or missing in places. Your Armor Class is Reduced by 2. | ||
Gills | 2 | Lead Bones | -2 |
You have a large pair of gills. You are amphibious. | Parts of your body are made from very heavy materials. Your swimming speed is 0, and you sink rapidly in water. | ||
Empty Chest | 3 | Perforated | -2 |
Your chest cavity lacks a respiratory system. You don’t need to breathe. | Your body is riddled with holes. You can’t hold your breath. | ||
Empty Stomach | 2 | Glutton | -1 |
Your abdominal cavity does not contain a digestive system. You do not need to eat or drink. | Your stomach is a bottomless pit. You consume twice as many rations as usual. | ||
Third Eye (1) | 1 | Heavy Body (1) | -1 |
You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Due to your size, you expend energy much faster. You must sleep for 10 hours to gain the benefits of a long rest. | ||
Third Eye (2) (Fourth eye?) | 4 | Heavy Body(2) | -2 |
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity. | Due to your size, you expend energy much faster. You must sleep for 12 hours to gain the benefits of a long rest. | ||
Glass Body | 4 | Fairy Skin | -3 |
Parts of your body are made from dense glass-like material. You have resistance to acid damage. | Your skin trails off in beautiful pastel ribbons that are unfortunately very easy to dissolve. You are vulnerable to acid damage | ||
Mane of Flame | 4 | Shatter Skin | -3 |
Your hair flows like fire, and you radiant warmth. You have resistance to cold damage. | Your skin is thick, flaky, and built in layers that require the benefits of room-temperature elasticity. You are vulnerable to cold damage | ||
Magma Skin | 6 | Paper Body | -4 |
Parts of your body are charred, with cracks of heat radiating throughout. You have resistance to fire damage. | Parts of your body are made from dense, paper-like material.You are vulnerable to fire damage. | ||
Arcane Skin | 4 | Lightning Rod | -3 |
Parts of your body crackle and arc with arcane energy. You have resistance to lightning damage. | Long, metallic growths protrude from your back, making perfect conductors. You are vulnerable to lightning damage. |