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.
Ability Score Increase
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Strength +2, Constitution +1
Age
Alignment
Size
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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:
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Lasts 1 minute (10 rounds).
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Gain: +2 Strength, advantage on Strength checks and saves, +10 ft movement speed, and resistance to bludgeoning, piercing, and slashing damage.
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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 Intimidation. When 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:
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On a 1, you suffer a Warp Scar (chosen or rolled on a table). These might include:
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Twisted limb (permanent limp, –5 ft speed).
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Bloodthirst (must make DC 10 Wisdom save to stop fighting).
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Nightmares (gain no rest from a long rest unless someone watches over you).
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This makes the Warped Ones powerful but narratively costly.
Languages
You can speak, read, and write Tribal Tongue and one other of your choice.
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