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<blockquote data-quote="LuisCarlos17f" data-source="post: 9857706" data-attributes="member: 6802378"><p>I enjoy creating concepts for new PC species even when the racial traits aren't rightly balanced. I hope these could be useful as source of inspiration for your own games and fanfiction. </p><p></p><p>This time inspired into fantasy-romance literature. </p><p></p><p><img class="smilie smilie--emoji" alt="🌹" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f339.png" title="Rose :rose:" data-shortname=":rose:" loading="lazy" width="64" height="64" /> 1. Luminari</p><p>(The Suffering Yet Dignified Protagonist)</p><p>Concept: A people marked by ancient calamities, curses, or unjust exiles. The Luminari survive thanks to their emotional resilience, empathy, and quiet dignity. They are seen as “weak” or “tragic,” but they possess extraordinary inner strength.</p><p>Inspiration: </p><p>Suffering heroine</p><p>Moral resilience</p><p>Dignity in the face of injustice</p><p>Appearance: </p><p>Soft yet weary features</p><p>Luminous or inner-bright eyes</p><p>Symbolic marks of their history (ritual scars, runes of mourning)</p><p>Playable Traits</p><p>Serene Resilience: Advantage on a saving throw after failing once due to long rest.</p><p>Shared Empathy: You can aid an injured or emotionally distressed ally without spending a full action.</p><p>Unwavering Hope: When you fall to 0 HP, you gain a small defensive buff upon rising.</p><p>Typical Classes: Cleric, Paladin, Bard, Monk</p><p><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /> Ideal for characters who suffer without breaking.</p><p></p><p><img class="smilie smilie--emoji" alt="🖤" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f5a4.png" title="Black heart :black_heart:" data-shortname=":black_heart:" loading="lazy" width="64" height="64" /> 2. Noctivar(The “tragic villain” who is actually a noble heartthrob)</p><p>Concept: An ancient lineage whose reputation was ruined by political betrayals or magical manipulations. They are associated with darkness, pacts, or tragedies… but their code of honor is unwavering. Their drama is to love and protect from the shadows.</p><p>Inspiration: </p><p>Misunderstood heartthrob</p><p>Disgraced lineage</p><p>Unrequited love</p><p>Appearance</p><p>Elegant and austere features</p><p>Natural shadows around the body</p><p>Broken or inverted heraldic symbols</p><p>Playable Traits</p><p>Cursed Heritage: Resistance to necrotic or psychic damage.</p><p>Silent Honor: When you protect an ally, you gain a small defensive bonus.</p><p>Shadows of Reputation: Advantage on social rolls related to intimidation or solemnity, but initial disadvantage on persuasion until you gain trust.</p><p>Typical Classes: Paladin (Personal Oath), Warrior, Shadow Sorcerer, "Forced" Warlock</p><p><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /> Perfect for the "I'm not the monster you think" archetype.</p><p></p><p><img class="smilie smilie--emoji" alt="💄" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f484.png" title="Lipstick :lipstick:" data-shortname=":lipstick:" loading="lazy" width="64" height="64" /> 3. Veloryn</p><p>(The seemingly fascinating villain who is a redeemable antihero)</p><p>Concept: A people known for their ambition, elegance, and moral pragmatism. The Veloryn know how to wield power, desire, and manipulation, but they are not inherently evil. Many choose paths of redemption… in their own way.</p><p>Inspiration</p><p>Charismatic villain</p><p>Independent woman</p><p>Antihero with a redemption arc</p><p>Appearance</p><p>Refined and theatrical aesthetic</p><p>Piercing eyes</p><p>Clothing that communicates status or defiance</p><p>Playable Traits</p><p>Sharp Charisma: Bonus proficiency in Deception or Persuasion.</p><p>Survival Instinct: Reaction to reduce damage or avoid a negative condition.</p><p>Moral Ambiguity: You can re-roll a failed social roll, but accept a narrative consequence.</p><p>Typical ClassesBard, Rogue, Sorcerer, Warlock, Unorthodox Paladin</p><p><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /> Ideal for characters who aren't apologetic about existing.<img class="smilie smilie--emoji" alt="🌻" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f33b.png" title="Sunflower :sunflower:" data-shortname=":sunflower:" loading="lazy" width="64" height="64" /> </p><p></p><p>4. Brunetti</p><p>(The loyal friend with a comedic touch)</p><p>Concept: A species known for its expressiveness, loyalty, and ability to find light even in tragedy. Their humor isn't superficial: it's a survival tool. They're always there… even when everything is falling apart.</p><p>Inspiration:</p><p>Loyal best friend</p><p>Comic relief</p><p>Constant emotional support</p><p>Appearance</p><p>Exaggerated gestures</p><p>Easy smiles</p><p>Practical styles with personal touches</p><p>Playable Traits</p><p>Contagious Optimism: You can give an ally advantage on a simple roll once per short rest.</p><p>Always By Your Side: When you help, you also gain a small benefit.</p><p>Defensive Humor: Advantage against fear or despair effects.</p><p>Typical ClassesBard, Explorer, Rogue, Cleric of Benevolent Domains</p><p><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /> The emotional glue of the group.</p><p></p><p>[ATTACH=full]429458[/ATTACH]</p><p></p><p>And PC species inspired into stereotypes from doramas(Asian drama productions) created by Kimi AI.</p><p></p><p>1. The Fallen of Grace (陨落者 - Yǔnluò Zhě) </p><p>"Of unjustly dishonored noble blood" </p><p>Drama archetype: The prince/heir whose lineage was destroyed by palace intrigues, the noble clan falsely accused of treason, the dispossessed royal family. </p><p>Concept: Humanoids whose lineage bears a magical mark of dishonor imposed not by their own actions, but by the treachery of others. Their royal blood still flows through their veins, but society sees them as outcasts. They must navigate between reclaiming their rightful place and forging a new one. Appearance: They bear seals of nobility (birthmarks, family names) that glow in a dim light when they are emotionally disturbed. They wear worn-out clothing, maintaining dignity in poverty. Some conceal their identity; others wear it as a banner of resistance. </p><p>Mechanical Traits: </p><p>Charisma +2, Intelligence +1. </p><p>Remembered Blood: You have advantage on History checks on nobility, genealogy, and politics. Highborn NPCs feel instinctive respect (or guilt) toward you, even if they don't know why. </p><p>Mark of Treachery: You bear a social curse. Those who know your history have disadvantage on Persuasion checks to deceive you (they know you've been deceived before), but advantage to intimidate you (they believe you're broken). </p><p>Reclamation: Once per long rest, you can invoke your lineage. For 10 minutes, you speak with the authority of your ancestral rank: NPCs unaware of your fall treat you as a noble, and even enemies hesitate before attacking. </p><p>Redemption or Rebirth: At 5th level, you choose: Redemption (remove the mark, regain status, gain noble contacts) or Rebirth (create a new identity, gain "found family," and your mark becomes a symbol of resistance against oppression). </p><p>Vulnerability: If someone uses your lineage against you (blackmail, emotional manipulation of your family), you have disadvantage on saves against charms. </p><p>Background for K-drama fans: You are the last son of the Kim/Minh/Zhang family, destroyed by the Choi/Nguyen/Lee. Every time you see the rival faction's banner, your family crest burns. You must choose: revenge, reclaim your name, or prove you are more than your blood?</p><p> Ideal for: Players who love fall-from-grace drama, political intrigue, and family redemption. </p><p></p><p>2. The Lighthouses (灯台者 - Dēngtái Zhě) </p><p>"The humble one with light to guide" </p><p>K-drama archetype: The assistant who actually runs the company, the maid who gives the best advice, the commoner whose wisdom surpasses scholars, the "Candy" with real agency. </p><p>Concept: Humanoids born without status or innate magical power, but with an inner light that soothes, counsels, and leads. They do not seek the limelight, but people naturally gravitate toward them. Their humility is a choice, not ignorance. </p><p>Appearance: Simple but immaculate clothing, calloused hands from honest work. Warm eyes that seem to see straight into your soul. They carry small lanterns that never go out (a symbol of their species), even in magical storms. </p><p>Mechanical Traits: </p><p>Wisdom +2, Charisma +1. </p><p>Beacon Presence: Allies within 30 feet who can see you have advantage on saving throws against fear and confusion. Your mere presence is a safe harbor in chaos. </p><p>Counsel That Heals: Once per short rest, you can give counsel to an ally. If they listen, they regain an additional hit die during their next short rest and have advantage on one roll of their choice for the next hour. </p><p>Uncrowned Leadership: You cannot be the "official leader" of the group (due to humility or social prejudice), but in combat, allies can use your Wisdom modifier for initiative instead of their own (once per combat). </p><p>True Need Detection: You automatically know what a person emotionally needs (not what they say they need, but what they truly yearn for). The DM gives you this information in confidence. </p><p>Guidance Cost: You absorb the emotional stress of those you help. Each time you use "Healing Counsel," you take 1d4 psychic damage (not reducible). </p><p>Background for K-drama fans: You're the assistant/secretary/maid who actually keeps everything running. The nobles underestimate you, but the servants and the common people adore you. Your romance is with someone who "sees" your worth when no one else does. </p><p>Ideal for: Players who love being the emotional support, practical wisdom, the "power behind the throne." </p><p></p><p>3. The Awakened (觉醒者 - Juéxǐng Zhě) </p><p>"The professional talent who learns to feel." </p><p>K-drama archetype: The genius surgeon who doesn't understand love, the brilliant but socially awkward lawyer, the workaholic architect who ignores her heart, the "Vulcan" who learns human emotions. </p><p>Concept: Humanoids with superior intelligence but underdeveloped emotional capacity. They are not autistic (in the earthly clinical sense), but their species prioritizes logic, efficiency, and technical perfection over interpersonal connection. They must "learn" emotions as a foreign skill. </p><p>Appearance: Precise and calculated movements, without unnecessary gestures. Eyes that constantly analyze (pupils that dilate when processing information). They wear functional, unadorned clothing. Upon emotional "awakening," their movements become more fluid, less robotic. </p><p> Mechanical Traits: </p><p>Intelligence +2, Dexterity +1. </p><p>Analytical Mind: Advantage on Intelligence checks for investigation, medicine, arcane, and any technical skill. You can "analyze" an enemy to learn their resistances and weaknesses (action, once per combat). </p><p>Emotional Blindness: Disadvantage on Insight checks to detect emotional (non-logical) lies and on Persuasion checks to connect emotionally (logic doesn't convince hearts). </p><p>Awakening: Each time you form a meaningful bond (another PC saves you, you share a vulnerable moment, you receive unsolicited love), you gain one point of Awakening. At 3 points, you remove the disadvantage on Emotional Insight. At 6, you gain advantage on Persuasion checks when you are genuinely vulnerable. </p><p>Brutal Honesty: You cannot lie directly (only by omission). However, when you say something true but painful, the target must make a Wisdom saving throw or be stunned by the honesty (once per long rest). </p><p>Perfectionist Obsession: When you fail a skill check in your specialty, you must immediately try again if possible (spending an extra action), even if it's reckless. </p><p>Background for K-drama fans: You're the genius who solves impossible cases but doesn't understand why people cry. Someone patient is teaching you that emotions aren't "inefficiencies." Your arc is from "robot" to whole person, while maintaining your brilliance. </p><p>Ideal for: Players who love emotional growth, neurodivergence representation, and the "slow burn" of learning to connect. </p><p></p><p>4. The Seconds (次者 - Cì Zhě) </p><p>"The sensible one who refuses to be second-stringer." </p><p>K-drama archetype: The best friend who was always there, the second choice who knows they're second choice, the "second lead" aware of their role but determined to change their story. </p><p>Concept: Humanoids with a secondary destiny mark that allows them to see "narrative threads"—they perceive who is the "protagonist" in a situation and who are "supporting" characters. But unlike others, they are aware of their condition and can choose: accept the comfortable role of second fiddle, or fight to be the protagonist of their own story (perhaps with someone who was also a "second fiddle"). Appearance: Pleasant but not dazzling features, the kind of person who "gets lost in crowds" but you later remember was indispensable. Eyes that seem to know more than they let on. They carry small mirrors that reflect not their own image, but the images of those around them (a symbol of their ability to see "roles"). </p><p>Mechanical Traits: </p><p>Wisdom +2, Charisma +1. </p><p>Role Sight: You can determine who is the "protagonist" in any social situation (who has the attention, who leads, who is the center of attention). You also see who are "second fiddles" like yourself. Advantage on Insight rolls to understand group dynamics. </p><p>Accept or Challenge: When you are not the center of attention (another PC leads, another NPC is the chosen one), you choose: Accept: You gain advantage on all support rolls (help, heal, protect) during that scene. You are the best possible "second." Challenge: You gain advantage on rolls to take the lead, but the "original protagonist" has disadvantage on their rolls during that scene (you steal their "narrative spotlight"). </p><p>Second-in-Command: When you find another "Second" (PC or NPC), you can form an instant bond. Together, you are stronger than the sum of your parts: when you work together, you both have advantage on complementary rolls. </p><p>Script Refusal: Once per session, when the DM describes an outcome that disadvantages you because you are "second," you can declare: "That is not my destiny." You roll again with advantage, representing your refusal to accept the assigned role. </p><p>Common Sense with Teeth: You're generally prudent and conventional, but when someone you love is hurt, you lose all caution. You gain an advantage in attacks and saves based on strength, but a disadvantage in saves based on wisdom (blind rage). </p><p>Background for K-drama fans: You were always the "best friend," the "advisor," the "one who sticks around." You knew they would choose the other, but now you've met someone who was also "second" to someone else. Together, you can be each other's protagonists. </p><p>Ideal for: Players who love meta-narratives, the "second lead syndrome," and stories of "finding someone who chooses you first."</p><p></p><p>[ATTACH=full]429461[/ATTACH]</p><p>Image created by ChatGPT. I thought about to create a new one without the lamp and the mirror but I haven't got a better detail to change it. Maybe the lamp was only a hologram or illusion, like the mirror.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9857706, member: 6802378"] I enjoy creating concepts for new PC species even when the racial traits aren't rightly balanced. I hope these could be useful as source of inspiration for your own games and fanfiction. This time inspired into fantasy-romance literature. 🌹 1. Luminari (The Suffering Yet Dignified Protagonist) Concept: A people marked by ancient calamities, curses, or unjust exiles. The Luminari survive thanks to their emotional resilience, empathy, and quiet dignity. They are seen as “weak” or “tragic,” but they possess extraordinary inner strength. Inspiration: Suffering heroine Moral resilience Dignity in the face of injustice Appearance: Soft yet weary features Luminous or inner-bright eyes Symbolic marks of their history (ritual scars, runes of mourning) Playable Traits Serene Resilience: Advantage on a saving throw after failing once due to long rest. Shared Empathy: You can aid an injured or emotionally distressed ally without spending a full action. Unwavering Hope: When you fall to 0 HP, you gain a small defensive buff upon rising. Typical Classes: Cleric, Paladin, Bard, Monk 👉 Ideal for characters who suffer without breaking. 🖤 2. Noctivar(The “tragic villain” who is actually a noble heartthrob) Concept: An ancient lineage whose reputation was ruined by political betrayals or magical manipulations. They are associated with darkness, pacts, or tragedies… but their code of honor is unwavering. Their drama is to love and protect from the shadows. Inspiration: Misunderstood heartthrob Disgraced lineage Unrequited love Appearance Elegant and austere features Natural shadows around the body Broken or inverted heraldic symbols Playable Traits Cursed Heritage: Resistance to necrotic or psychic damage. Silent Honor: When you protect an ally, you gain a small defensive bonus. Shadows of Reputation: Advantage on social rolls related to intimidation or solemnity, but initial disadvantage on persuasion until you gain trust. Typical Classes: Paladin (Personal Oath), Warrior, Shadow Sorcerer, "Forced" Warlock 👉 Perfect for the "I'm not the monster you think" archetype. 💄 3. Veloryn (The seemingly fascinating villain who is a redeemable antihero) Concept: A people known for their ambition, elegance, and moral pragmatism. The Veloryn know how to wield power, desire, and manipulation, but they are not inherently evil. Many choose paths of redemption… in their own way. Inspiration Charismatic villain Independent woman Antihero with a redemption arc Appearance Refined and theatrical aesthetic Piercing eyes Clothing that communicates status or defiance Playable Traits Sharp Charisma: Bonus proficiency in Deception or Persuasion. Survival Instinct: Reaction to reduce damage or avoid a negative condition. Moral Ambiguity: You can re-roll a failed social roll, but accept a narrative consequence. Typical ClassesBard, Rogue, Sorcerer, Warlock, Unorthodox Paladin 👉 Ideal for characters who aren't apologetic about existing.🌻 4. Brunetti (The loyal friend with a comedic touch) Concept: A species known for its expressiveness, loyalty, and ability to find light even in tragedy. Their humor isn't superficial: it's a survival tool. They're always there… even when everything is falling apart. Inspiration: Loyal best friend Comic relief Constant emotional support Appearance Exaggerated gestures Easy smiles Practical styles with personal touches Playable Traits Contagious Optimism: You can give an ally advantage on a simple roll once per short rest. Always By Your Side: When you help, you also gain a small benefit. Defensive Humor: Advantage against fear or despair effects. Typical ClassesBard, Explorer, Rogue, Cleric of Benevolent Domains 👉 The emotional glue of the group. [ATTACH type="full" size="1536x1024"]429458[/ATTACH] And PC species inspired into stereotypes from doramas(Asian drama productions) created by Kimi AI. 1. The Fallen of Grace (陨落者 - Yǔnluò Zhě) "Of unjustly dishonored noble blood" Drama archetype: The prince/heir whose lineage was destroyed by palace intrigues, the noble clan falsely accused of treason, the dispossessed royal family. Concept: Humanoids whose lineage bears a magical mark of dishonor imposed not by their own actions, but by the treachery of others. Their royal blood still flows through their veins, but society sees them as outcasts. They must navigate between reclaiming their rightful place and forging a new one. Appearance: They bear seals of nobility (birthmarks, family names) that glow in a dim light when they are emotionally disturbed. They wear worn-out clothing, maintaining dignity in poverty. Some conceal their identity; others wear it as a banner of resistance. Mechanical Traits: Charisma +2, Intelligence +1. Remembered Blood: You have advantage on History checks on nobility, genealogy, and politics. Highborn NPCs feel instinctive respect (or guilt) toward you, even if they don't know why. Mark of Treachery: You bear a social curse. Those who know your history have disadvantage on Persuasion checks to deceive you (they know you've been deceived before), but advantage to intimidate you (they believe you're broken). Reclamation: Once per long rest, you can invoke your lineage. For 10 minutes, you speak with the authority of your ancestral rank: NPCs unaware of your fall treat you as a noble, and even enemies hesitate before attacking. Redemption or Rebirth: At 5th level, you choose: Redemption (remove the mark, regain status, gain noble contacts) or Rebirth (create a new identity, gain "found family," and your mark becomes a symbol of resistance against oppression). Vulnerability: If someone uses your lineage against you (blackmail, emotional manipulation of your family), you have disadvantage on saves against charms. Background for K-drama fans: You are the last son of the Kim/Minh/Zhang family, destroyed by the Choi/Nguyen/Lee. Every time you see the rival faction's banner, your family crest burns. You must choose: revenge, reclaim your name, or prove you are more than your blood? Ideal for: Players who love fall-from-grace drama, political intrigue, and family redemption. 2. The Lighthouses (灯台者 - Dēngtái Zhě) "The humble one with light to guide" K-drama archetype: The assistant who actually runs the company, the maid who gives the best advice, the commoner whose wisdom surpasses scholars, the "Candy" with real agency. Concept: Humanoids born without status or innate magical power, but with an inner light that soothes, counsels, and leads. They do not seek the limelight, but people naturally gravitate toward them. Their humility is a choice, not ignorance. Appearance: Simple but immaculate clothing, calloused hands from honest work. Warm eyes that seem to see straight into your soul. They carry small lanterns that never go out (a symbol of their species), even in magical storms. Mechanical Traits: Wisdom +2, Charisma +1. Beacon Presence: Allies within 30 feet who can see you have advantage on saving throws against fear and confusion. Your mere presence is a safe harbor in chaos. Counsel That Heals: Once per short rest, you can give counsel to an ally. If they listen, they regain an additional hit die during their next short rest and have advantage on one roll of their choice for the next hour. Uncrowned Leadership: You cannot be the "official leader" of the group (due to humility or social prejudice), but in combat, allies can use your Wisdom modifier for initiative instead of their own (once per combat). True Need Detection: You automatically know what a person emotionally needs (not what they say they need, but what they truly yearn for). The DM gives you this information in confidence. Guidance Cost: You absorb the emotional stress of those you help. Each time you use "Healing Counsel," you take 1d4 psychic damage (not reducible). Background for K-drama fans: You're the assistant/secretary/maid who actually keeps everything running. The nobles underestimate you, but the servants and the common people adore you. Your romance is with someone who "sees" your worth when no one else does. Ideal for: Players who love being the emotional support, practical wisdom, the "power behind the throne." 3. The Awakened (觉醒者 - Juéxǐng Zhě) "The professional talent who learns to feel." K-drama archetype: The genius surgeon who doesn't understand love, the brilliant but socially awkward lawyer, the workaholic architect who ignores her heart, the "Vulcan" who learns human emotions. Concept: Humanoids with superior intelligence but underdeveloped emotional capacity. They are not autistic (in the earthly clinical sense), but their species prioritizes logic, efficiency, and technical perfection over interpersonal connection. They must "learn" emotions as a foreign skill. Appearance: Precise and calculated movements, without unnecessary gestures. Eyes that constantly analyze (pupils that dilate when processing information). They wear functional, unadorned clothing. Upon emotional "awakening," their movements become more fluid, less robotic. Mechanical Traits: Intelligence +2, Dexterity +1. Analytical Mind: Advantage on Intelligence checks for investigation, medicine, arcane, and any technical skill. You can "analyze" an enemy to learn their resistances and weaknesses (action, once per combat). Emotional Blindness: Disadvantage on Insight checks to detect emotional (non-logical) lies and on Persuasion checks to connect emotionally (logic doesn't convince hearts). Awakening: Each time you form a meaningful bond (another PC saves you, you share a vulnerable moment, you receive unsolicited love), you gain one point of Awakening. At 3 points, you remove the disadvantage on Emotional Insight. At 6, you gain advantage on Persuasion checks when you are genuinely vulnerable. Brutal Honesty: You cannot lie directly (only by omission). However, when you say something true but painful, the target must make a Wisdom saving throw or be stunned by the honesty (once per long rest). Perfectionist Obsession: When you fail a skill check in your specialty, you must immediately try again if possible (spending an extra action), even if it's reckless. Background for K-drama fans: You're the genius who solves impossible cases but doesn't understand why people cry. Someone patient is teaching you that emotions aren't "inefficiencies." Your arc is from "robot" to whole person, while maintaining your brilliance. Ideal for: Players who love emotional growth, neurodivergence representation, and the "slow burn" of learning to connect. 4. The Seconds (次者 - Cì Zhě) "The sensible one who refuses to be second-stringer." K-drama archetype: The best friend who was always there, the second choice who knows they're second choice, the "second lead" aware of their role but determined to change their story. Concept: Humanoids with a secondary destiny mark that allows them to see "narrative threads"—they perceive who is the "protagonist" in a situation and who are "supporting" characters. But unlike others, they are aware of their condition and can choose: accept the comfortable role of second fiddle, or fight to be the protagonist of their own story (perhaps with someone who was also a "second fiddle"). Appearance: Pleasant but not dazzling features, the kind of person who "gets lost in crowds" but you later remember was indispensable. Eyes that seem to know more than they let on. They carry small mirrors that reflect not their own image, but the images of those around them (a symbol of their ability to see "roles"). Mechanical Traits: Wisdom +2, Charisma +1. Role Sight: You can determine who is the "protagonist" in any social situation (who has the attention, who leads, who is the center of attention). You also see who are "second fiddles" like yourself. Advantage on Insight rolls to understand group dynamics. Accept or Challenge: When you are not the center of attention (another PC leads, another NPC is the chosen one), you choose: Accept: You gain advantage on all support rolls (help, heal, protect) during that scene. You are the best possible "second." Challenge: You gain advantage on rolls to take the lead, but the "original protagonist" has disadvantage on their rolls during that scene (you steal their "narrative spotlight"). Second-in-Command: When you find another "Second" (PC or NPC), you can form an instant bond. Together, you are stronger than the sum of your parts: when you work together, you both have advantage on complementary rolls. Script Refusal: Once per session, when the DM describes an outcome that disadvantages you because you are "second," you can declare: "That is not my destiny." You roll again with advantage, representing your refusal to accept the assigned role. Common Sense with Teeth: You're generally prudent and conventional, but when someone you love is hurt, you lose all caution. You gain an advantage in attacks and saves based on strength, but a disadvantage in saves based on wisdom (blind rage). Background for K-drama fans: You were always the "best friend," the "advisor," the "one who sticks around." You knew they would choose the other, but now you've met someone who was also "second" to someone else. Together, you can be each other's protagonists. Ideal for: Players who love meta-narratives, the "second lead syndrome," and stories of "finding someone who chooses you first." [ATTACH type="full" size="1536x1024"]429461[/ATTACH] Image created by ChatGPT. I thought about to create a new one without the lamp and the mirror but I haven't got a better detail to change it. Maybe the lamp was only a hologram or illusion, like the mirror. [/QUOTE]
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