Ragborn Race - Objects Given Life in D&D 5e

Hello everyone!

I just want to say Mtg has some real creepy art. It was making this race, little scary dolls and scarecrows, I'll probably be making such things into monsters as well, because that would fit well.

So if you ever want to be a creepy children's toy, I got you covered! Funny thing how scary dolls can be, I wonder why that is. Anyway, the other 2 subraces are Patreon exclusives, so you can head there if you're interested.

Take Care!

-Monkey


Ragborn

There is a firm distinction between the living and the unliving. Humans, elves, and dwarves are living, while tables, chairs, and whatever other such things... are not. Yet, some objects find themselves at the border between these things. Whether it be because of necromancy, the sheer force of will, or life magic, there have been cases of consciousnesses being born out of sheer nothingness. These creatures often take the forms of scarecrows, rag dolls, or wicker folk (the kind that is burnt at festivals). What is most interesting about these creatures is that they understand language, yet are no more than children. They are childish, easy to frighten, and incapable of understanding complex concepts. Yet... they are alive and as conscious as any other race.


As a Ragborn, you gain the following features:

  • Ability Score Increase. Your Constitution score increases by 2.

  • Age. As they are not alive, Ragborn do not age. However, their materials slowly lose their magic essence over time, meaning they will ultimately lose control over their entire body and turn back into inanimate objects.

  • Alignment. Being that they are objects that come to life with very little understanding of the world around them, Ragborn are most often chaotic. Their moral compass is intensely influenced by the first people they meet in their journies.

  • Unassuming. You have advantage on Charisma (Deception) checks to pass yourself off as an inanimate object.

  • Living Material. Ragborn do not need to eat, drink or breathe to stay alive. In addition, they don't need to sleep to take a long rest, only sit still for 4 hours.

  • Languages. You can speak, write and read Common.

  • Heartless Existence. Ragborn have no inner workings to their body, instead of being just materials. You have resistance to necrotic and poison damage.

  • Size. Ragborn can be the smallest puppets imaginable or large scarecrows. Your size can be Medium or Small.

  • Speed. Your base walking speed is 25 feet.

  • Subrace. Ragborn can be created out of a variety of places, but are mostly divided into three subraces: Marionettes, Knick-Knacks, Scarecrows or Scraps.


Marionette Features

Made almost entirely of wood, Marionette Ragborn are oftentimes the creatures of theatre, brought to life via the magic of a particularly gifted child. They sometimes have strings on them, yet most often have chosen to cut these strings off.


You gain the following benefits:

  • Ability Score Increase. Your Strength score increases by 1.

  • Artist's Puppet. You gain proficiency in the Charisma (Performance) skill.

  • Invisible Strings. Once per long rest, you may choose to attach yourself to a willing creature via a set of invisible strings for 1 hour. While bonded to a creature, if it does not use all of its movement on its turn, you may spend your reaction to move a number of feet equal to the movement it has not used.

Scarecrow Features

While Marionettes and Knick-Knacks often wake up in workshops or other populated places, the life of Scarecrows is way different. These Ragborn wake up alone, only joined in their loneliness by the birds they've been made to defend against. They are most often particularly sad, but wisen up quite quickly as to what the world has to offer.


You gain the following benefits:

  • Ability Score Increase. Your Wisdom score increases by 1.

  • Crow Companion. You gain access to the find familiar spell. The familiar you summon can only take the form of a crow.

  • Fear Incarnate. As an action, you can tap into the fear you were meant to thrust upon the world in an attempt to frighten those around you. All creatures within 30 feet of you must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier. On a failure, they are frightened of you for 1 minute. They can repeat the saving throw at the end of each of their turns. You can only use this feature once per long rest.



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