Race(review) Anymeus

Concept: Sentient magic items as a playable race

 

Heres a slightly bat crazy idea, partly inspired by a question I saw the other day. How would a character who is or was bound to an object play out. I decided to explore that idea a little and this is what came out. Its a first pass and I know its alot for race kit and probably little over powered. Still I would appreciate some feedback or suggestions.

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Anymeus – spirits of performance, willingly bound souls that have undergone the Rite of Dreams and chosen to retain their new forms.

The Rite of Dreams must be performed on a human or human based half race (though a DM may allow other race options to be used). It involves a special casting on the reincarnate spell, followed by a years worth of Planar Binding spells cast upon the creature. The Planar Binding can be done all at once or through multiple castings, but the creature must be under its effect for the whole duration of a year. If the creature becomes unwilling at any point before the full year has passed, then it can choose to revert to its original form also ending the binding. On the first day of the new year it must choose to retain its new form or revert to its original one. If it chooses to retain its new form, nothing short of a wish spell will undo this effect. If the creature becomes subject to an effect such as true polymorph, its Anymeus racial form is considered its true form when the effect of the true polymorph or similar effect ends.

 

 

attribute increase: +2 charisma, +1 to two other stats (based on the original racial)

— +1 dex / +1 wis half elf

— +1 str / +1 con half orc

— +1 con / +1 int or wis human

your creature type is elemental (or fey)

–becomes if you under go the rite, you can instead choose fey if originally of elven decent

your size is medium (corporeal form)

your walking speed is 30ft (corporeal form)

you do not need to eat or drink, and magic cannot put you to sleep against your will

–but you can willing choose to eat or drink, and you can sleep due to a magic effect if you desire.

–you still need to rest regardless of form, and also breath which you do (magically) do in all your forms

 

Anymeus possess 3 forms. A corporeal form, wisp form, and bound form.

A transformation takes 1 minutes. Any gear is it wearing or carrying changes with it, except for wisp form.

–in wisp form you cannot take your gear with you, which also means no spell focus or material components

Corporeal Form

In corporeal form they mostly retain their original racial appearance with limited ability to change superficial details such as hair or eye colour, hair length and style, mild makeup or markings. Their skin bears subtle markings and patterns that shimmer under certain lighting conditions, these markings are called a rubric. Both side effects of the Anymeus transformation and a their new abilities. Most rubrics glow during the use of magical abilities or during form transformation. When you change to (or while in corporeal form), you can conjure a set of simple loose fitting common cloths as part of the transformation. These garments disappear if you remove them.

 

Wisp Form

Wisp form causes the Anymeus to become a tiny wisp like creature, a spirit like embodiment of the very thing they have become.

AC: 15 (natural)

Hit Points: twice your character level plus your proficiency bonus

Speed: 0ft walking, 50ft flying (you can hover, but cannot willing move higher than 20ft above the ground)

STR 1 DEX 20 CON 10 (you retain you intelligence, wisdom, and charisma scores)

You have resistance to damage from bludgeoning, piercing, and slashing from nonmagical weapons.

You cannot be grappled or knocked prone while in this form.

You can still speak, though your voice is a quiet and you cannot shout (even with thaumaturgy)

You become Ephemeral, unable to wear or carry anything.

You gain Incorporeal Movement, allowing you to move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

You emit bright light in a 5ft radius, and dim light for another 5ft. You can change the colour of the light.

While in wisp or bound form you can cast Thaumaturgy and Word of Radiance (requiring no somatic or material components)

While in wisp form or bound form, an Anymeus can conjure a body of magical force for as long as it maintains concentration (as if concentrating on a spell. This magical servant functions just like an Unseen Servant spell (but is not cast, and thus requires no vocal, somatic, or material components) but cannot move more than 10ft from the Anymeus or the effect ends. It can also be dispelled.

If you are reduced to 0 hit points while in your wisp form you revert to your bound form and fall prone to the ground.

 

Bound Form

Bound form is the object with which the Anymeus was originally associated during its transformation ritual. This is typically a common item associated with the transformation type such as a book, statuette, or musical instrument. The item is typically tiny in size though can be up to medium size such as an orchestral harp.

–the rite of dreams is never intentionally performed on an unwilling creature or using items including weapons and armour, though malicious transformations have rarely been known to happen.

Despite their outward appearance, in bound form the Anymeus remains a Creature and not an Object. Though they take on most of the characteristics of the item they were bound to. A bound form Anymeus is Restrained, its speed becomes 0 and can't benefit from bonuses to its movement (though it can still be moved by external forces or its unseen servant ability). Attack rolls against it have advantage, and its attack rolls have disadvantage. It has disavantage on dexterity saving throws.

In bound form, an Anymeus retains its stats and hit points, and cannot take actions that directly interact with the world around it (unless that is part of its form) unless by magical means. It can still speak and perceive normally, in addition to any other special senses it has.

 

At DM discretion an Anymeus can bind itself to a magic item, but should be of appropriate theme for its type (instruments of the bard for a Song type for example). The magic item disappears, becoming part of the Anymeus, which it assumes the properties of when changing into its bound form. This requires an attunement slot even if the item wouldn't normally require attunement. Other creatures using the bound form Anymeus do not require attunement as long as the Anymeus is willing to allow its use.

–a DM may allow an Anymeus character to become bound to a magic item with which it has an appropriate connection or as part of a story plot. But care should be taken in allowing characters to "become" magic items… or to taking away control of a character by "cheap" means.

 

If an Anymeus is subject to an effect that would banish it, it instead instantly changes into its bound form for the duration. An Anymeus is considered native to the material plane, despite being an elemental or fey creature. Even if an Anymeus is banished back to the material plane from another plane, it still changes into its bound form for the duration.

–in most cases this is 1 minute or not listed, but spells such as divine word have a duration of 24 hours.

A planar binding spell successfully cast on an Anymeus forces the creature into bound form for the duration, unless given specific permission to change forms by its master.

 

 

Anymeus subraces

Writ Wisp (Written Soul / Living Story)

You gain proficiency with Calligrapher's Tools, and can read any writing as if under the effect of a Comprehend Language spell. You can cast Illusionary Script once, without any material components, regaining the ability to do so after a short rest.

Writing, calligraphy, and brush art seems to come alive in your presence. When you are within 10ft writing shifts and almosts leaps off the page as faintly glowing symbols and runes. Brush art subtly moves when viewed from the corner of the eye or not in focus.

While in humanoid form a creature under the effect of a Comprehend Language spell or similar effect can see magical writing and markings moving across your body, sometimes even through clothing and armour. If the creature attempts to read them, you immediately become aware of this and the creature's location if it is within 60ft of you. The creature must make a charisma saving throw against your spell save DC (charisma is the spell casting ability for this effect) or become stunned for the next minute, its perception becoming a narrated story of events in a dream like state. It can make another saving throw at the start of each of its turns for the duration, ending the effect on a success. Any damage done to the creature immediately ends the effect. While the creature is stunned this way, you can cast Command on it once, the creature automatically fails its saving throw against this spell and the stun effect ends.

A creature can willing choose to fail its initial saving throw, potentially prolonging the effect for up to 1 hour.

A creature that succeeds on its initial saving throw becomes immune to this effect for 24 hours. It can clearly see your Rubric skin markings and the narration of events around you appears to the creature as writing and images across your skin.

–most writ wisps describe "being read" as light tickling or an itch, a rare few find it euphoric.

** You can choose to replace calligraphers supplies with cartographers supplies, if you do this you lose the ability to cast illusionary script and instead gain hypnotic pattern castable once per long rest. the other effects remain the same.

–instead of a dream like narration cartography based writ wisps conjure dream like images of fantastical places or a person's fond memories of a special place

 

Prismatic Wisp (Painted Soul)

You gain proficiency with Painter's Supplies. You learn the Dancing Lights and Minor Illusion cantrips (which you can cast in wisp and bound form without material components), and you can cast Colour Spray and Faerie Fire once each, regaining the ability to cast both after a long rest. You have advantage on Investigation (Intelligence) checks and Perception (Wisdom) checks against visual illusions and to discern if they are real or not.

Paintings, Tapestries, and any objects with vibrant colours seem to come alive in your presence. When you are within 10ft of such objects their colours may subtly shift like the blur of a fire, a portrait my periodically blink, appear to breath or turn to look at people, bright and vibrant colours become magnified taking on a silk like shimmer or iridescent sheen.

 

Song Wisp (Song Soul / Living Lullaby)

You gain proficiency with 1 musical instrument of your choice and your proficiency is doubled for it, additionally you gain the Performance skill. You can cast Calm Emotions and Silence once each, regaining the ability to cast both after a long rest.

Music and song infuse the very fibre of your being. When you are resting or performing light activity, faint musical notes or distant singing voices can be heard by creatures within 15ft of you. During a short or long rest when a creature spends hit dice or receives magical healing, it gains temporary hit points equal to your proficiency bonus.

 

 

–the rite of dreams is never intentionally performed on an unwilling creature or using items including weapons and armour, though malicious transformations have rarely been known to happen.

Warborn Wisp

**this is flagged for DM use or approval much like the necromancy wizard, death domain cleric, or oathbreaker paladin. caution should be exercised when allowing players access to this option

Warborn are Anymeus bound to implements of war such as weapons, armour or magical wands and staves. This binding breaks the tenets of the Rite of Dreams by which most practitioners and orders swear oaths to upload. Some who undergo this binding do so willingly, but often individuals are bound against their will by the nefarious self serving individuals… or the very desperate. Any practitioner so caught is often hunted down by their peers and typically ends in violence.

You gains proficiency with light and medium armour, and simple weapons.

You additionally gain proficiency in the weapon, armour, or tool type with which you are bound.

Your bound form is considered magical and gains a +1 bonus appropriate for the item type (+1 AC armour, +1 attack and damage for weapons, etc). This bonus increases to +2 at 9th level and +3 at 14th level.

Your bound form can additionally be used as a spell casting focus.

If your bound form is a magical item with charges, it gains an additional number of charges equal to your proficiency bonus, and you can use effects from the item in your corporeal form.

You no longer have disadvantage on attack roles while in bound form.

You learn the Blade Ward, Produce Flame, and True Strike cantrips. And you can cast these cantrips in your wisp or bound form requiring no material components. Charisma is your casting ability for these spells.

If you are in bound form and being wielded by another creature, when you cast Blade Ward or True Strike that creature additionally gains the benefits.

You can cast Produce Flame as a bonus action. A creature that hits you or is hit by you while in bound form and while you are concentrating on Produce Flame, takes fire damage equal to half the normal attack of Produce Flame.

–you can make ranged attacks with produce flame as well, but this ends the spell.

While in bound form and being wielded by another creature you become subject to damage transfer. Damage dealt to the creature is split, half to the wielder and half to you (if the damage division is uneven, then the extra damage is dealt to the wielder). Damage from area of effects such as a fireball is dealt separately and does not transfer (but you have disadvantage on dexterity saving throws while in bound form).

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