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Arcaneborn - A Pointy Hat Species Mise à jour automatique effectuée toutes les 5 minutes
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Arcaneborn
Pointy Hat Species
History:
The most common of the plane-touched are the elemental plane-touched, but arcanists
don’t call them by this name. In academic circles that study the arcane, these are referred to
instead as “evocation-born”. They are common because of the influence of the planes, and
genies meddling in mortal lives, but arcaneborn of different schools are very much possible,
albeit much rarer.
The birth of an arcaneborn not tied to a specific element is much rarer because it can only
happen due to prolonged exposure to what is commonly referred as “grand magic.” Magic that
changes the fabric of reality, magic that bends the Weave with such force that the ripples it
leaves behind influence the lives of those close to the casting for generations; what mages
would qualify as 9th level or above.
Just like some evocation-born present with glowing lines pulsing with evocation magic, other
arcaneborn can bear these glowing lines. Because arcaneborn are born from exposure to grand
magic, though, these lines manifest instead as the spell formulas of the spell that made them
arcaneborn in the first place. Their skin glows with the text of the spell in question or the magic
circles and runes that were used during the casting process. Some arcaneborn have been used
as living spell scrolls because of this feature, becoming guardians of specific spells and testing
wizards who wish to learn the magic that shines through their skin.
Arcaneborn are also affected by the components used to cast the spells. Somatic components
can manifest in the arms, hands, and even feet of the arcaneborn, giving them an eerie arcane
glow or changing them even more dramatically; verbal components grant the plane-touched an
unearthly, magical voice; and material components might even manifest as arcane echoes
around the arcaneborn. An arcaneborn born of a spell that used flowers in its casting might
manifest those same flowers around themselves as a reflection of the spell that made them an
arcaneborn.
The different arcaneborn that are born from the casting of this spell are aligned to the school of
magic of the spell that was cast.
ABecause
Note on 2024/2014 editions:
the new wording (species vs races, etc) is not yet part of the SRD, which I use for
publishing this content, some parts of this document still use old verbiage. I’ve used newer
writing conventions wherever possible (for example, the new wording for Darkvision and the
new style of listing basic information like size or speed), but until the SRD is updated with the
new wording, I won’t be able to completely switch. This should present no problem to you when
following or using this document at all, even if you do not use the new updated rules.
Arcaneborn Features:
Creature Type: Humanoid
Size: Medium (about 4 to 7 feet tall) or Small (about 3 to 4 feet tall), chosen when you select
this race.
Speed: 30 feet.
Darkvision: You have Darkvision with a range of 120 feet.
Arcane Imprint: Magic has left an indelible mark on you. Choose one of the following benefits,
corresponding to the school of magic of the spell that left an imprint on you, as an arcane boon
from your exposure to the highest levels of magic.
● Abjuration: You have resistance to Bludgeoning, Slashing, or Piercing damage, chosen
at the end of a Long Rest. Additionally, you gain +1 to your base Armor Class.
● Conjuration: You treat a weapon with the Two-Handed property as a one-handed
weapon, and you can perform somatic components of spells even when you have
weapons or a shield in one or both hands.
● Enchantment: You have Advantage on saving throws against being charmed, and when
you spend an Action or Bonus Action to inflict a Charm effect on a creature, you can
impose Disadvantage on that creature's saving throw against the charm effect as part of
that Action or Bonus Action.. You can impose this Disadvantage a number of times equal
to your Proficiency Bonus. You regain all expended uses of this trait when you finish a
Long Rest.
● Illusion: You have Advantage on all skill or ability checks to see through illusions.
Additionally, you are unremarkable; people cannot remember details about you such as
your physical appearance, gender, or general build, but not about your dress or your
actions.
● Necromancy: You have resistance to Necrotic damage. You instinctively know if a
creature you can see is undead. Additionally, you have Advantage on the first Saving
Throw you roll after completing a Long Rest. You regain this Advantage at the end of a
Long Rest.
Spellbound: Depending on your Arcane Imprint, you inherently know how to cast a set of
specific spells. When you choose an Arcane Imprint, you gain the level 1 benefit of the chosen
imprint in the table below. When you reach character levels 3 and 4, you learn a higher-level
spell, as shown on the table. You always have that spell prepared. You can cast it once without
a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can
also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spell-casting ability for the spells you cast with this
trait (choose the ability when you select the imprint).
Imprint Level 1 Level 3 Level 5
Abjuration You know the Resistance cantrip. Shield Lesser Restoration
Conjuration You know the Mage Hand cantrip. Entangle Misty Step
Enchantment You know the Vicious Command Suggestion
Mockery cantrip.
Illusion You know the Minor Illusion cantrip. Silent Image Invisibility
Necromancy You know the Chill Touch cantrip. Inflict Wounds Blindness/Deafness
License
Creative Commons
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at [Link]
reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at [Link]