Arcaniva and Tulpa: Two Esoteric Races for Dungeons and Dragons 5E

Hello again, friends! I apologize for some time of absence but the job has gotten more and more busy in the past weeks with the holidays coming up. Trade season is one heck of a time.

Regardless, I wanted to give you guys a sneak peak at part of the latest project I’m working on with two new playable races: the Arcaniva and Tulpa.

Both of these races are rather strange and mystical, and are part of my own homebrew campaign world. I’d love for you guys to play one and give me some feedback on how it runs!

A side note: Tulpa are a great race for children to play, in order to get them used to 5th Edition. It lets them select any number of traits to make a character they like without having to be limited to what is already offered by the system. At the same time, it is challenging enough for more experienced players due to their quirk based on thought.


Image result for magical orbArcaniva

I swear, the thing pulsated in an unholy way that shouldn’t ever exist. I blame rampant mages for its mere existance.

Magical energy cannot truly be destroyed; simply only transfered into a different form once one means has been expent. Those talented in various arcane and divine traditions know this all too well, and should take the utmost care in their spellwork.

For some though, primarily those who gain their powers through Otherworldly pacts and Wild Magic Surges, they do not have the ability to control their biggest strength. In the wake of these rampant powers, Arcanivas are born.

A Matter of Magic. Arcaniva are a race which has only recently been classified as its own breed of sentient creature and not just a simple magical anomaly. They claim that they have been around for just about eternity, but it is only in recent times they have been given an official name.

Arcaniva Names. Arcaniva are strange, in how their names are self chosen and gender neutral. They are often a word or short phrase that is associated with magic and various mystical traditions across the realm. Some even name themselves after enchanted creatures which they find intriguing and natural phenominom associated with magic.

Example Names. Rune, Sigil, Salamander, Pendulum, Kirin, Augury, Silver, Eclipse

Racial Features. As an Arcaniva, you have the following traits that you share with others of your race.

Ability Score Increase. Your Constitution increases by two. Arcaniva, while being the result of spells, need to be hardy to survive as long as they have with little detection.

Move Speed. You have a move speed of 30 feet, and you hover an inch to two inches off of the ground. Arcaniva don’t have completly corporeal tethers to the ground beneath them, as magic is fluid and consistantly fluxuating.

Languages. You know how to read, write and speak Common and one additional language based on your subtype.

Darkvision. You can see in darkness for up to 60 feet in shades of grey.

Magical Mindset. You are proficient in the Arcana skill. If not adept casters themselves, it helps Arcaniva understand their own strange origins.

Innate Spellcasting. As beings born of magic, you have a limited number of known spells which is dependant on your subtype. This is described below in the next section.

Subtypes. When creating an Arcaniva, you may choose from one of the following as a subtype.

Nature

Arcaniva who come into being with the Nature subtype are the biproducts of druidic practices long since ceased.

Ability Score Increase. Your Wisdom increases by one.

Additional Language. You may choose to understand either Elvish or Druidic.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. druidcraft, mending, produce flame

3rd Level (regain on a short or long rest). absorb elements, longstrider, purify food and drink

5th Level (regain on a long rest). flaming sphere, healing spirit, warding wind

Priesthood

Arcaniva born into this typing are the remains of holy magic, whether they be Clerical rituals or a Paladin’s righteous fury.

Ability Score Increase. Your Intelligence increases by one.

Additional Language. You may choose to understand either Celestial or Sylvan.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. light, resistance, sacred flame, thaumaturgy

3rd Level (regain use on a short or long rest). *bless, detect poison and disease,

5th Level (regain use on a long rest). branding smite, continual flame, spiritual weapon

 

Occult

Arcaniva born with the Occult subtype are products born from dark rituals and tappings into the most taboo practices of magic.

Ability Score Increse. Your Charisma increases by one.

Additional Language. You may choose to understand either Abyssal or Infernal.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. mage hand, prestigiditation, minor illusion

3rd Level (regain use on a short or long rest). false life, illusory script, silent image

5th Level (regain use on a long rest). misty step, ray of enfeeblement, shatter


CDC day 3 - Left Hand of the Erlking by flatw00ds
‘CDC day 3 – Left Hand of the Erlking’, by flatw00ds (deviantArt)

Tulpa

No mommy, I swear that Barghil is real! Isn’t that right, Barghil?

Their existance is yet to be completly understood, though they have been known through many iterations and names in different regions. Many times, they are played off as simply imaginary friends to children and young adults. But these are more then just the past times of an overactive imagination. These are tulpas.

Whimsy Made Real. Tulpa are in a sense, akin to constructs in that they are artificially created but their forms are as wild as the minds of those they spring forth from. Their appearances can range from fantastical creatures to noble warriors and terrifying specters. They are not limited to what is possible in the Material Plane and its rules of physiology.

Children at Heart and Essence. Rare creatures, tulpa are innately connected to children and those who have a imaginative way of seeing the world around them. But they understand more then even the most literate bards that words have power. So long as their story and thought of what makes them who they are, they will live on immune to the passage of time. But if they are forgotten, they shall disappear eternally.

Ability Score Increase Your Wisdom increases by two, and one stat of your choice increases by one. Tulpa often have a strange world view of their own, but their features can be anything that can be imagined.

Move Speed Your move speed is 30 feet.

Languages. You know how to read, write and understand Common and a language of the person whose imagination you sprung forth from. For example, if you were imagined by a tiefling, you would know Common and Abyssal.

Ageless. You cannot age and cannot be killed by old age so long as you are remembered in some way. However, you can still die from poison, physical damage or anything else which may take the life of another.

Pure Imagination. Unlike standard races, when creating a tulpa, you may choose three of the features listed below. These also have a list of attributes which can be associated with each of these traits. Ypu choose one trait from each section below

Pure Imagination, Section 1

Aquatic. With fish like traits, you have the ability to breathe in and out of water.

Darkvision. Manifesting in eyes which glisten with unnatural energy, you can see in the dark in shades of grey up to 60 feet out. You cannot see in magical darkness.

Sturdy. Larger or more stocky in physical form, you have advantage on Strength saving throws to resist being grappled or moved by force. You may also make this saving throw to ignore a spell effect that automatically pushes you away.

Elemental Resistance. Your skin glistens and shines with sparks of energy found in the natural world. When creating a tulpa, choose either fire, lightning, cold, acid, poison

Flight/Gliding. Appearing many times as wings or even flaps of skin on the arms, you can naturally fly at a speed equal to your move speed so long as you are not wearing medium or heavy armor. You may also choose this option as a means to break your fall if you are falling from great heights.

Pure Imagination, Section 2

Camogflauge. You have an innate ability to hide yourself naturally. You can change the color of your skin and the equipment you wear to gain advantage on Stealth checks.

Charge. When you move in a straight line for at least 20 feet, any melee weapon you hit does an additional 1d6 damage of the damage of the type that it normally would do.

Natural Weapons. Beast-like in your manners, you have either a natural Bite or Claw attack which deals 1d6 piercing or slashing damage.

Tree Stride. You may enter a tree that is a size Large or bigger, then reappear out of another tree of a similar size no more then 60 feet away. You have one use of this and regain it on a short or long rest.

Mimicry. You can skillfully imitate voices and sounds which you have heard. Those who can hear the imitation can make a Intelligence (Investigation) check equal to 8 + your proficiency modifier.

Pure Imagination, Section 3

Beast and Plant Speech. You can speak fluently with animals and plants as if you shared a language with them.

Fey Thought Patterns. The imagination of the one you were born from was not easilly swayed. You have advantage on saving throws against being charmed, and cannot be put to sleep through magical means.

Magically Inclined. the air around you shimmers in a strange yet enchanting light. Choose a spell list from Bard, Cleric, Druid, Sorcerer or Wizard. You may choose two cantrips from that spellcasting list to learn.

Mana Blood. You being born of high magic has you not needed to eat or sleep. You can still eat but it is not mandatory for you to do so. Alcohol can still make you feel the side effects of over drinking, however.

Terrifying Presence. Just being around you is enough to make others quake in fear. You have advantage on Intimidation rolls as well as advantage on fear saving throws.

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