Warped Ones as a D&D race for Slaine



In the Sláine stories, the "Warped Ones" are a race of half-humans descended from an ancient "beast-folk," whose bodies hold more of the Earth's magical power than normal humans. They are a barbaric people who lack the charisma and intelligence of humans but are naturally tougher.

The most prominent ability of the Warped Ones is the "warp spasm," which allows them to contort their bodies into monstrous, powerful mutations. Sláine, the series' protagonist, is a "Warped Warrior" known for his mastery of this ability.Below is my effort to offer this as a race for D&D 5th edition, potentially for use in campaigs in the Land of the Young.

I'd be interested in any feedback on this prior to using it in an actual adventure!

Ability Score Increase

  • Strength +2, Constitution +1

Age

Warped Ones mature as humans, but those who use the warp too often burn out early. Few live beyond 40.

Alignment

Warped Ones trend towards chaotic alignments due to their unstable tempers, though loyalty to their tribe is strong.

Size

Warped Ones are human-sized, but when warped, their twisted bodies swell with muscle and sinew.
  • Base Size: Medium

Speed

30 ft.

Racial Traits

Warp Spasm

Once per long rest (or more, if you allow corruption), you can enter a warp state as a bonus action:

  • Lasts 1 minute (10 rounds).

  • Gain: +2 Strength, advantage on Strength checks and saves, +10 ft movement speed, and resistance to bludgeoning, piercing, and slashing damage.

  • Penalty: While warped, you must make a DC 12 Wisdom save each round you take damage. On a failure, you attack the nearest creature (friend or foe).

At 5th level, you can use Warp Spasm twice per long rest.

Warped Physique

Even in a calm state, your sinews are denser than a normal human’s. You count as one size larger for purposes of carrying capacity, grappling, and shoving.

Fearsome Aspect

You are unsettling even without warping. You gain proficiency in IntimidationWhen in Warp Spasm, you may use a bonus action to force creatures within 10 feet who can see you to make a Wisdom save (DC 8 + Proficiency + Strength mod) or be Frightened until the end of your next turn.

Warp Corruption

Every time you finish using Warp Spasm, roll a d20:

  • On a 1, you suffer a Warp Scar (chosen or rolled on a table). These might include:

    • Twisted limb (permanent limp, –5 ft speed).

    • Bloodthirst (must make DC 10 Wisdom save to stop fighting).

    • Nightmares (gain no rest from a long rest unless someone watches over you).

This makes the Warped Ones powerful but narratively costly.

Languages

You can speak, read, and write Tribal Tongue and one other of your choice.

Further thoughts

Warped Ones are both feared and revered; they are the living weapons of the tribe. Their warping is considered a gift from the Earth Goddess, but too much use can bring madness or early death.Tribes may consult druids to “manage” a Warped One’s condition with rituals, oaths, or taboos.

This race is ideal for Barbarians, Fighters, or Paladins, though Warped Bards or Druids could be fascinating wildcards. Warped Ones should be frontline, high-damage, high-risk characters.

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