Homeborn

Races • DnD 5e

Appearance

Homeborns are humanoid creatures with skin that vary from pale white to dark brown. Their hair could vary greatly but most often are colored black or dark brown. There are slight variations of Homeborn from location to location, but in general are unremarkable.

Culture

Homeborns were scattered all over Home when the Fall of Olhom happened. Displaced from their homeland, some embraced their new world and adopted their cultures. Others are adamant to keep to old traditions and build Oldcities to remind them of their old cultures.

History

Homeborns are often at the center of any world changing events regardless of good or bad. Because of that, other races look at Homeborns with wariness especially those whose ambition trumps their station. Some try to suppress the rise of homeborns but others are unable to deny the spark that exists in some of them.

Location

Homeborn used to be scattered within the Continent of Olhom. However, since the rise and fall of the Beast, homeborns are now displaced and scattered all over Home. Most have assimilated to other places of the world but some have created Oldcities near the Olhom-Cwyfol borders. Homeborn Traits It’s hard to make generalizations about homeborn but your homeborn character has these traits.

Homeborn Traits

Your Homeborn character has an assortment of inborn abilities, part and parcel of Homeborn nature.

Ability Score Increase. Two ability scores of your choice increase by 1.

Age. Homeborns reach adulthood in their late teens and live less than a century.

Alignment. Homeborn tend toward no particular alignment. The best and the worst are found among them. They are usually True Neutral.

Size. Homeborns vary widely in height and build from barely 5ft to well over 6ft. Regardless of your position within that range, your size is Medium.

Speed. Your base walking speed is 30ft.

Additional Starting Hit Points. (For RGtH) You gain 8 additional hit points at 1st level.

Resilience. When you fail an ability check, saving throw or attack roll, you may choose to reroll the dice. You must use the new result. Once you use this feature, you cannot use it again after a long rest.

Stoneborn

As a Stoneborne, you are known for sticking to the old Olhom traditions. You may have lived in an Old City your whole lives and wonder what else is there beyond walls. You are flexible and easily adapt to change. Your skin is slightly brightly colored along with your hair.

Ability Score Increase. Three ability scores of your choice increases by 1.

Ironborne

As an Ironborne, you have seen what the world has to offer and have taken the opportunity to learn what you can from other races. You may have grown along with other races and may even have been brought up in one of the many Race Cities of Home. Your skin is often slightly darker with a darker shade of hair.

Skills. You gain a proficiency in one skill and artisan’s tool of your choice.

Feats. You gain one feat of your choice.

Bladeborne

As a Bladeborne, you have never stopped your fight to return to Olhom. After generations of fighting the Fallen, bladeborne’s homeborn genetics have adapted to fighting the Fallens. This mutation causes bladeborne homeborns to have vibrant hair and eye colors.

Ability Score Improvement. Your Constitution score increases by 1.

Blade Curse. All bladeborne homeborns carry a mutation that shortens their lifespan but increases their capability in combat. You gain the following benefits:

  • When you drop a creature to 0 hit points, you can make one melee weapon attack as a bonus action.
  • As an action, you empower your body. For the next minute, you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) check and can double your jump distance and height.
  • As a bonus action, you exude a aura that terrifies creatures at a primal level. For the next minute, you gain advantage on your Charisma (Intimidation) check and on a success, the creature is frightened of you until the end of its next turn.
Each time you use this feature more than once per short rest, you gain a point of exhaustion.

Constant Vigilance. You gain advantage on all Constitution saving throws to resist against non magical effects that can cause exhaustion. In addition, when you take a long rest in a comfortable location like a tavern or home (as determined by the DM), you lose 1 additional point of exhaustion.

Bloodborne

Homeborns are unique in that they are the only race that is able to have children from another race. A bloodborne either has a homeborn and a non-homeborn parent or a bloodborne parent. Bloodborne have always found it hard to fit in with any social groups as they seem to be at the fringe of all of them. In the modern day, although this judgemental view is no longer publicly held, some still hold that feeling subconsciously and others overcompensate and put you on a pedestal instead. Your appearance could vary from mostly homeborn with only a small patch of skin that looks like other races to the complete opposite.
Note: You cannot choose Gear, Brightkin or Felkin as your non-homeborn parent.

Ability Score Increase. One ability score of your choice increases by 1 based on your parent’s racial ability score increase.
For example, if one of your parent is an amiq, you will increase your strength score by one because amiqs increases their strength score by two.

Half-blood. Gain the racial traits of the parent’s race excluding the subrace traits.

Homeborn

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Homeborn

Races • DnD 5e

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