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Kinks and Cantrips

Mythkin

Considered by many to be the rarer cousin to Furfolk, Mythkin carry with them a lineage of legendary proportions. Whether it be a dragon, angel, unicorn, elemental, demon, giant, or djinn, somewhere in their blood runs the essence of a mythical creature. With this comes a wide array of visual traits that stem from their genealogical source. For example, one Mythkin might have a unicorn horn while another bears patches of dragon scales and yet another the slitted eyes of a fiend.

Due to the nature of this racial lineage, Mythkin tend to be rare. There is also the possibility that more than one entity contributed to the offspring, such that cross-breeds of draconic fiends or celestial giants are entirely possible.

With this heritage comes a great source of power which can be tapped into for short periods of time, allowing Mythkin to rise above their mortal brethren, if only for a moment.

ability score increase: Choose one ability score and increase it by 2. Choose another ability score and increase it by 1.
age: Thanks to their legendary lineage, Mythkin live 4 times longer than the average human, but come of age in the same amount of time.
Size: Medium
speed: 30 ft. walking speed
Languages: You can speak, read, and write Common and two of the following languages of your choice: Celestial, Draconic, Giant, Infernal, or Primordial.
race features:

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Legendary Lineage. Choose a creature type from the following list: Celestial, Dragon, Elemental, Fiend, or Giant. You are considered to be that type as well as humanoid.

Preternatural Physique. Your ancestry has bestowed upon you physical traits beyond what most mortals possess. When you create a Mythkin character, you gain a trait from the preternatural physique list below. If a trait requires you to choose a damage type, you must choose it when you gain the trait and it cannot be changed.

Mythical Moment. When creating a Mythkin character, you gain one ability of your choice from the mythical moment list below. The DC for the chosen ability equals 8 + your Charisma modifier + your proficiency bonus. If an ability requires you to choose a damage type, you must choose it when you gain the ability and it cannot be changed.

Preternatural Physique Traits

  • Awe Inspiring. You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks against creatures that can see you.
  • Indomitable. You have advantage on saving throws against being charmed, frightened, or stunned.
  • Legendary Hide. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Radiant. You have resistance to damage of that type.
  • Spell Resistance. You have advantage on saving throws against spells.
  • Rebirth. After you are reduced to 0 hit points, at the beginning of your turn you may spend one or more of your Hit Dice and regain hit points equal to the total rolled, springing to your feet rather than making a death saving throw. You may not use this effect again until you have completed a long rest.
  • Terrifying Presence. Any creature that makes a saving throw against an effect you create that could cause them to become frightened does so with disadvantage.

Mythical Moment Abilities

  • Elemental Breath. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Poison. In place of an attack you may let loose a billowing breath of elemental energy. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 2d6 plus your proficiency bonus damage of the chosen type on a failed save, and half as much on a successful one. After you use this trait you cannot use it again until you complete a short or long rest.
  • Minor Wish. Choose a cantrip from any class, you learn that cantrip. In addition, once per short or long rest, you may cast any 1st level spell without requiring material components. At 10th level you may cast any spell 2nd level or lower instead when using this ability.
  • Healing Touch. As an action you may touch a creature adjacent to you. The target regains 2d8 hit points. After you use this trait you cannot use it again until you complete a short or long rest.
  • Protecting Aura. As a bonus action you may exude an aura of divine protection. Until the end of your next turn, all creatures of your choosing within 30 feet of you gain a +2 bonus to their AC. After you use this trait you cannot use it again until you complete a short or long rest.
  • Terrifying Outburst. As an action you may let loose a frightening manifestation of your will. Each creature of your choosing within 30 feet of you must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. After you use this trait you cannot use it again until you complete a short or long rest.
  • Take Flight. As a bonus action you begin to fly in a manner appropriate to your mythical heritage. Until the end of your next turn you have a fly speed of 60 feet. After you use this trait you cannot use it again until you complete a short or long rest.
  • Whirlwind of Power. As an action you may discorporate into a maelstrom of elemental energy until the end of your turn. Choose one of the following damage types: Acid, Cold, Fire, or Lightning. While discorporated you have a fly speed of 30 feet and can move through a space as narrow as 1 inch. At the end of your turn any creatures whose space you passed through while in this form must make a Dexterity saving throw. A creature takes 2d6 damage of the chosen type on a failed save, and half as much on a successful one. After you use this trait you cannot use it again until you complete a short or long rest.
  • Erupting Stomp. As an action you may stomp on the ground to create an eruption of energy around you. Choose from the following damage types: Cold, Fire, Lightning, or Radiant. All creatures on the ground within 15 feet of you must make a Dexterity saving throw. A creature takes 2d6 plus your proficiency bonus damage of the chosen type on a failed save, and half as much on a successful one. After you use this ability you cannot use it again until you complete a short or long rest.
  • Imbue Weapon. As a bonus action you may channel energy into a weapon you are holding until the end of your turn. Choose from the following damage types: Acid, Cold, Fire, Lightning, or Radiant. When you hit a creature with an attack using the imbued weapon, you deal an additional 2d6 damage of the chosen type. After you use this trait you cannot use it again until you complete a short or long rest.


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FreelanceFae.

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