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<blockquote data-quote="LuisCarlos17f" data-source="post: 9859912" data-attributes="member: 6802378"><p>I enjoy creating new PC species even when the power balance of the racial traits aren't totally right because they have a "buddy feeling" and they might be source of inspiration of new stories.</p><p></p><p>(Inspired into chuanshu(reincarnation within a literary work) subgenre) </p><p></p><p>1. The Broken-Reunited (碎合者 - Suì Hé Zhě) </p><p>"Damaged Girl" with the ability to heal others. Chuanshu </p><p>Concept: Humanoids who in the "original book" were tragic characters—the sister who dies in the third chapter, the abandoned bride, the villain who goes mad—but who have "awakened" thanks to the consciousness of a transmigrated reader. Their "break" is visible but also a source of power. </p><p>Appearance: Bodies with luminous "cracks" that glow when they remember their trauma or when they heal others. Each crack represents a wound overcome. Eyes that change color according to their emotional state (gray = dissociation, gold = genuine connection).</p><p>Mechanical Traits:</p><p>Constitution +2, Wisdom +1</p><p>Sixth Sense of the Story: You automatically detect "flags of death" in the environment. The DM must warn you if an action is likely to cause serious harm (fall, hidden enemy, obvious trap). Once per short rest.Survivor's Resilience: When you are at 0 HP but not dead, you immediately gain 1d12 + level temporary HP and advantage on all rolls for 1 minute (adrenaline rush of "this isn't my final scene").</p><p>Found Family Tactical: You designate an ally as your "survival partner." While within 30 feet, both of you gain +2 to initiative and can use reaction to push each other out of the area of effect (Dexterity save for both).Physical Kintsugi: Each time you survive being at 0 HP, you gain a permanent +2 maximum HP (maximum +10) and a scar that grants a +1 bonus to a chosen skill save.</p><p>Vulnerability: If an enemy uses your known trauma against you (mentioning your past, your original death in the book), you have disadvantage on saves against fear for 1 minute.</p><p>Ideal for: Dangerous exploration, survival, intense combat where you refuse to give up.</p><p>Chuanshu Background: In the original book, you died alone and broken. Now, with your companions, you're writing a different ending. Your "found family" isn't a consolation prize; it's your conscious choice not to repeat that loneliness.</p><p></p><p>2. The System Scholars (书识者 - Shū Shí Zhě) </p><p>"Smart Girl" who knows the book but is also the voice of reason. </p><p>Chuanshu Concept: Humanoids who transmigrated with their knowledge of the "book" but also with the wisdom of having read hundreds of similar stories. They are the ones who see the "tropes" coming, who warn "don't go to the basement," who know that the bad guy is redeemable but dangerous. Appearance: Eyes that glow with floating text (visible only to them) when they analyze situations. They wear glasses or lenses that they don't physically need but that help them "see the lines of code" of the world. They always carry books, notebooks, or note-taking devices. </p><p>Mechanical Traits:</p><p>ntelligence +2, Dexterity +1</p><p>Internal Bestiary: Once per combat, as a bonus action, you identify a creature you can see. The DM reveals its resistances, weaknesses, and typical behavior (if it's from a known book).</p><p>Pattern Analysis: Advantage on Investigation rolls to find clues, detect traps, and decipher mechanisms. You can "reread" a past combat scene to identify mistakes (advantage on the next similar roll against the same enemy).</p><p>Tactical BFF: You automatically detect who in the party is most dangerous in combat (lowest HP, enemy nearby). You can use Reaction to grant them +2 AC or advantage on a saving throw once per combat.</p><p>Mind Map: You never get lost in places you've visited before. You can "remember" the layout of dungeons, caves, or cities with perfect accuracy to draw maps.</p><p>Cost of Knowledge: You have disadvantage on saves against surprise and on initiative rolls when the enemy is completely unknown (not in your "bestiary" of books).</p><p>Ideal for: Investigating dungeons, tracking creatures, navigating, tactical support in combat.</p><p>Chuanshu Background: You're the one who knows this is a "romance book," not an "action xianxia," and you adjust the group's expectations. Your "found family" includes characters who "shouldn't matter" according to the script, but whom you decide do matter.</p><p></p><p>3. The Emerging Evenings (隐现者 - Yǐn Xiàn Zhě) </p><p>"Wallflower" who chooses when to be invisible, when to shine. </p><p>Chuanshu Concept: Humanoids with the ability of magical social invisibility—not literal, but the world of the book literally pays them no attention unless they choose to be seen. In the original script, they were "set dressing," "background character," "the nameless friend." Now, with agency, they decide when to be the center of attention. </p><p>Appearance: Pleasant but unmemorable features, clothing that "fades into the background." But when they choose to be seen, their appearance becomes dazzling: skin that softly glows, voices that resonate, movements of supernatural grace. They carry small mirrors that reflect their "true self" vs. "invisible self." </p><p>Mechanical Traits:</p><p>Dexterity +2, Intelligence +1</p><p>Field Invisibility: You can become effectively invisible (not just socially) for 1 minute once per short rest. This works in combat: attacking does not break invisibility until you damage someone.</p><p>Perfect Opportunity Attack: When you attack from stealth or invisibility, the damage is an automatic critical hit (once per combat per enemy).</p><p>Invisible Scout: Advantage on Stealth rolls, increased passive Perception +5, and you can move at normal speed without penalty to stealth.</p><p>Shadow Found Family: You automatically detect other "invisible" beings (hidden enemies, spies, ethereal creatures). You can mark an ally to also detect what you detect for 1 hour.</p><p>Brightness Exhaustion: After attacking from invisibility, you are visible and fatigued (speed reduced by half) for 1 minute.</p><p>Ideal for: Dungeon exploration, infiltration, assassination of high-priority targets, reconnaissance.</p><p>Chuanshu Background: In the original book, you didn't have a name. Now you choose who you are. Your "found family" are other "sets" who decided that together they are protagonists.</p><p></p><p>4. The Rewriten (改笔者 - Gǎi Bǐ Zhě) "Redeemed Villainess" literally changes the script. </p><p>Chuanshu Concept: Humanoids who in the "original book" were the villainess—the stepmother, the love rival, the traitor, the one who dies scorned—but who have "awakened" and now fight against their "villainous destiny." They can literally see and alter parts of the world's "text." </p><p>Appearance: They bear "villainous" marks (eyes that appear permanently made up, gestures that seem calculated even when genuine). But they also have quills or brushes that they materialize when they rewrite. Their shadow sometimes shows their "original villainess form." </p><p>Mechanical Traits:</p><p>Charisma +2, Intelligence +1</p><p>Tactical Rewrite: Once per combat, you can declare that you "change a line of the script." Choose: instantly move an ally 30 feet (avoiding an attack), automatically cause an enemy attack to miss, or change everyone's initiative (reorder turns).</p><p>Villain Awareness: You know what an intelligent enemy would do. Advantage on rolls to predict enemy moves, counterattack, and detect tactical lies.</p><p>Redeemed Leadership: As a bonus action, you can give orders to allies. An ally who listens to you gains advantage on their next attack or saving throw (once per round).</p><p>Corruption/Redemption System: You have 3 Villainy points that you regain on long rest. Spending 1 point gives advantage on a roll; spending 3 points allows a plot twist (changing a previously rolled die result). If you spend all your points in one day, you must make a DC 15 Wisdom save or act selfishly for 1 hour.</p><p>Terrain Manipulation: Once per long rest, you can "rewrite" the immediate environment: create cover where none existed, weaken a bridge under enemies, or change the lighting (darkness/light).</p><p>Ideal for: Combat leadership, group tactics, battlefield control, and manipulating situations.</p><p>Chuanshu Background: In the original book, you died alone, hated, as a warning. Now, with your new family, you prove that villains are made, not born. Your "found family" includes other "villains" redeeming themselves and those who believe in your change.</p><p></p><p>[ATTACH=full]429732[/ATTACH]</p><p>I see their faces and I want to read the webnovel where they are the main characters, don't you also?</p><p></p><p>1. The Bound (缘妖 - Yuán Yāo) </p><p>"Pact-bound Yaoguai, shape-mutable" </p><p>Concept: Animals, plants, or objects that have awakened to consciousness through exposure to spiritual energy and have established a mutualistic pact with a humanoid. They are not servants, but partners who grow alongside their bound. </p><p>Appearance: Three interchangeable forms during long rest: Original Form: Animal/plant/object of origin (wolf, bonsai, ancient sword) Hybrid Form: Anthropomorphic beast (humanoid body with head/legs/tail of origin) Humanoid Form: Apparently human, but with "tells" (beast eyes, hair that moves like a plant, metallic skin if it was an object) </p><p>Mechanical Traits: Constitution +2, Wisdom +1 </p><p>Blood Pact: At the start, you choose an allied PC as your "Bound." While within 30 feet: Can communicate telepathically (emotions/images, not words). If one takes damage, the other can use reaction to take half. Both gain +1 to saves when the other is conscious. </p><p>Three Forms: You switch between Original/Hybrid/Humanoid during long rest. Each form grants advantages in different abilities: </p><p>Original: Stealth, Perception, Natural Survival; </p><p>Hybrid: Strength, Intimidation, Acrobatics; </p><p>Humanoid: Charisma, Persuasion, Deception. Bond Evolution: </p><p>When your Bonded One levels up, you gain +2 maximum HP and a new minor skill related to its class. Dependence: If your Bonded One dies, you are stunned for 1d6 days and lose your humanoid form until you find a new pact (1-week ritual). </p><p>Ideal for: Players who want a "pet with agency" dynamic and a true symbiotic relationship. </p><p></p><p>2. The Irradiated (光蚀者 - Guāng Shí Zhě) </p><p>"Humanoids of luminous mutation, not demons." </p><p>Concept: Humanoids whose ancestors were exposed to raw magical radiation (not infernal energy). Their mutations are physical but do not indicate evil. They live with the prejudice of those who mistake them for demons or abominations. </p><p>Appearance: Skin with bioluminescence (patterns that glow in the dark), eyes without pupils (or with multiple pupils), small extra limbs, bony ridges, or semi-transparent tissue. Each Irradiated individual has a unique mutation. </p><p>Mechanical Traits: Constitution +2, Intelligence +1 </p><p>Radiant Mutation: Choose mutation when creating a character: </p><p>Luminescence: Emits light 10 feet, blinding 1/round (bonus action) </p><p>Transparent Weave: Advantage in Stealth, disadvantage in Deception (you cannot conceal emotions) Extra Limbs: +1 to AC, you can hold an additional object </p><p>Multiple Eyes: Advantage in Perception, you cannot be surprised </p><p>Magic Resistance: Advantage on saving throws against the effects of magical radiation, light, or forced transformation </p><p>Social Prejudice: Disadvantage on Charisma checks with humanoids who do not know you (they mistake you for a demon/abomination) </p><p>Purification: You can "sleep" in places of high magical radiation (springs, crystals) to recover all hit points in 4 hours instead of 8 </p><p>Ideal for: Players who want to explore themes of discrimination, visible physical difference, "good monster" </p><p></p><p>3. The Semixian (半仙 - Bàn Xiān) </p><p>"Incomplete Cultivators, impure with karma" </p><p>Concept: Beings who have partially attained transcendence but are trapped by karmic contamination: debts from past lives, broken promises, or unresolved ties. They need purification to complete their ascent. </p><p>Appearance: Ethereal, semi-transparent form, with visible chains of light (unresolved karma) within animated armor. They can condense into the form of a humanoid construct, mechanical beast, or small technomagical vehicle: a floating chariot, a chair with beast legs, a rolling sphere, etc. </p><p>Mechanical Traits: </p><p>Wisdom +2, Dexterity +1 </p><p>Conveyance Form: As an action, you transform into a small technomagical vehicle: Medium size, speed 40 ft. You can carry 1 passenger (Medium size or smaller). Passenger can use your Wisdom modifier for Dexterity saving throws while "driving." In vehicle form, you cannot attack but you have +2 AC. Duration: 10 minutes, once per short rest. </p><p>Karmic Burden: You start with 3 Karma points. You spend 1 to: Give advantage to an ally's roll (intervention of fate) Avoid damage that would kill you (unresolved karma sustains you) You regain 1 point when you help resolve another's emotional debt (forgiveness, reconciliation) </p><p>Purification: When you reach 0 Karma and complete a "pure good deed" (without personal gain), you gain temporary transformation: you fly 30 feet, radiate holy light, immune to fear for 1 minute Vulnerability: Effects that detect or manipulate souls detect you as "incomplete," you can be targeted by erroneous exorcisms </p><p>Ideal for: Players who want "redemption" mechanics, transportation support, debt/responsibility themes</p><p></p><p>4. The Resonants (共鸣者 - Gòngmíng Zhě) </p><p>"Gui that are not undead, but persistent resonances" </p><p>Concept: Persistent echo of people who died with immense unresolved emotional debts. They are not souls (that reincarnate), but an impression of will so strong that it persisted. They are not "dead" because they were never alive as a separate entity. </p><p>Appearance: Translucent, monochromatic, with a visible death mark (the wound that caused the original impression). They have no shadow or reflection. Their voice echoes. </p><p>Mechanical Traits: </p><p>Wisdom +2, Charisma +1 </p><p>Undead, Not Living: Immune to necrotic damage (you are not undead) You are not healed by necrotic damage or negative energy Necrotic damage resistance (you take half) Vulnerable to radiant damage (you are not a creature of light) </p><p>Vanish: As a bonus action, you gain resistance to nonmagical damage and can pass through solid creatures/objects until the end of your next turn. If you end your turn inside an object, you take 1d10 strength damage and are knocked out into the nearest space. </p><p>Persistent Memory: Once per long rest, you can "remember" the ability of the person whose impression you are. You gain proficiency in one skill for 1 hour. </p><p>Emotional Anchor: You must bond with a living person or object. If you move more than 1 mile away from your anchor for more than 24 hours, you begin to vanish (1 level of exhaustion per day). You can change your anchor with an 8-hour ritual. </p><p>Ideal for: Players who want to explore identity, memory, and what it means to "exist."</p><p></p><p>5. Pact Elementals (契灵 - Qì Líng) </p><p>"Lings specializing in arcane bonds" </p><p>Concept: Manifestations of pure elements that have learned to form contracts with spellcasters. They prefer specialists in their elements, except for Metal and Wood subraces who seek combatants. Appearance: Body of a pure element (fire, water, earth, air) contained in a humanoid form. Metal Elementals resemble animated statues; Wood Elementals, humanoids of bark and moss. </p><p>Mechanical Traits: </p><p>Intelligence +2, Constitution +1 </p><p>Elemental Subrace: Choose element. Determines resistance and pact skill: </p><p>Element Resistance Preferred Pact Pact Skill </p><p>Fire Fire Mage (evocation) Fire weapon (1d8, ranged 20/60) </p><p>Water Cold Mage (conjuration) Heal 1d8+mod to touched ally (1/short rest) </p><p>Earth Acid Mage (transmutation) +2 AC while on land </p><p>Air Lightning Mage (divination) Flight 30 ft. (up to 1 minute, 1/short rest) </p><p>Metal Slashing/Piercing Warrior/Paladin Natural weapon (1d10, heavy, versatile) </p><p>Wood Blunt Barbarian/Scout Regeneration 1 HP/turn in sunlight </p><p>Bond Pact: You can bond with spellcaster (or combatant for Metal/Wood). While within 30 feet: Caster can use your Constitution modifier for concentration. You gain advantage on saving throws against effects of your element. You can "store" the caster's 1st or 2nd level spell and cast it yourself later (1/long rest). </p><p>Elemental Form: As an action, you shed humanoid form to become pure elemental (a 5-foot cube/sphere of your element) for 1 minute. Immune to nonmagical physical damage, you can't attack or speak, speed 0. </p><p>Ideal for: Players who want a "powerful elemental familiar" dynamic, tactical specialization</p><p></p><p>6. The Piloted (驭躯者 - Yù Qū Zhě) </p><p>"Yao Shou who pilot biological exo-armor" </p><p>Concept: Magical beasts that cannot transform into humanoids due to biological limitations or curses, but have developed the technique of animating humanoid statues made of biological material (bone, chitin, petrified wood, cultured tissue) which they use as a substitute body. </p><p>Appearance: Small beast form (Small size) that fits into the "thoracic cockpit" of a humanoid statue (Medium or Large size). The statue appears as living armor/organ, not a rigid structure. </p><p>Mechanical Traits: Dexterity +2, Strength +1 </p><p>Biological Exo-Armor: You start with a Medium-sized statue. While piloting: Your size is Medium, speed 30 ft. +2 AC, +2 Strength (maximum 20). You can use humanoid weapons/armor. If you take critical damage, the statue suffers "structural damage": -1 to bonuses until repaired (8 hours + materials). Beast Form: You can leave the statue as an action. In Beast Form: Size Small, speed 40 ft., climb 30 ft. Bite/claw 1d6 + poison (CON save or poisoned 1 minute). You cannot use items designed for humanoids. You are the target of spells that affect beasts. </p><p>Exo-Armor Enhancement: With suitable materials (monster parts, magic crystals), you can enhance your statue: Large: +1 bonus Strength, reach 10 ft., speed 25 ft. Winged: Flight 30 ft. (not in heavy armor). Aquatic: Breathe water, swim 40 ft. Camouflage: Advantage on Stealth in natural surroundings. Symbiotic Bond: The statue is a living organism. If destroyed, you must build a new one (1 week + 500gp materials). In the meantime, it only works in beast form. </p><p>Ideal for: Players who want a "biological mech," a beast with a humanoid option, and building/progression.</p><p></p><p>7. Vestments (圣衣者 - Shèng Yī Zhě) </p><p>"Zhen-construct that is living armor" </p><p>Concept: Created by celestials as tools of divine protection, they can take two forms: an independent humanoid construct, or animated sacred armor/vestment that can be worn by another humanoid. Appearance: Independent Form: Humanoids of celestial material (luminous gold, moon silver, ethereal jade) with glowing runes. </p><p>Vestment Form: They unfold/transform into full armor or ceremonial vestments that glow softly. Mechanical Traits:</p><p> Charisma +2, Wisdom +1. </p><p>Two Forms: You switch between Independent and Vestment as an action during short rest: Independent: You are a normal PC, Medium size, all your skills. Vestment: You "wear" an allied humanoid (similar Medium size). While clothed: You do not take your own turn. Bearer gains +2 AC, +2 to saving throws, and resistance to radiant damage. You can use your reaction to: Give advantage to bearer's roll; Halve damage to bearer (1/short rest); Emit blinding light (bearer's bonus action). You can communicate telepathically with bearer. If bearer falls to 0 HP, you automatically unclothe (Independent form, 30 feet away). </p><p>Choose Bearer: You can allow any humanoid to clothe you with an action (you and they must consent). You can refuse a bearer if alignments are incompatible. </p><p>Celestial Purpose: You have a divine mission (determined by the DM or you). While acting in accordance with it, you gain advantage on Charisma rolls with believers. If you abandon it, you lose form. Clothe until redemption. </p><p>Celestial Mending: You do not recover HP normally. You must meditate in moonlight/at a sacred altar during a long rest, or be "repaired" by the wielder using divine magic. </p><p>Ideal for: Players who want to be "team boosters", extreme trust relationships, sacrifice/protection</p><p></p><p>[ATTACH=full]429733[/ATTACH]</p><p>Don't lie, if their action figures were sold you wanted to buy them, wouldn't you?</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9859912, member: 6802378"] I enjoy creating new PC species even when the power balance of the racial traits aren't totally right because they have a "buddy feeling" and they might be source of inspiration of new stories. (Inspired into chuanshu(reincarnation within a literary work) subgenre) 1. The Broken-Reunited (碎合者 - Suì Hé Zhě) "Damaged Girl" with the ability to heal others. Chuanshu Concept: Humanoids who in the "original book" were tragic characters—the sister who dies in the third chapter, the abandoned bride, the villain who goes mad—but who have "awakened" thanks to the consciousness of a transmigrated reader. Their "break" is visible but also a source of power. Appearance: Bodies with luminous "cracks" that glow when they remember their trauma or when they heal others. Each crack represents a wound overcome. Eyes that change color according to their emotional state (gray = dissociation, gold = genuine connection). Mechanical Traits: Constitution +2, Wisdom +1 Sixth Sense of the Story: You automatically detect "flags of death" in the environment. The DM must warn you if an action is likely to cause serious harm (fall, hidden enemy, obvious trap). Once per short rest.Survivor's Resilience: When you are at 0 HP but not dead, you immediately gain 1d12 + level temporary HP and advantage on all rolls for 1 minute (adrenaline rush of "this isn't my final scene"). Found Family Tactical: You designate an ally as your "survival partner." While within 30 feet, both of you gain +2 to initiative and can use reaction to push each other out of the area of effect (Dexterity save for both).Physical Kintsugi: Each time you survive being at 0 HP, you gain a permanent +2 maximum HP (maximum +10) and a scar that grants a +1 bonus to a chosen skill save. Vulnerability: If an enemy uses your known trauma against you (mentioning your past, your original death in the book), you have disadvantage on saves against fear for 1 minute. Ideal for: Dangerous exploration, survival, intense combat where you refuse to give up. Chuanshu Background: In the original book, you died alone and broken. Now, with your companions, you're writing a different ending. Your "found family" isn't a consolation prize; it's your conscious choice not to repeat that loneliness. 2. The System Scholars (书识者 - Shū Shí Zhě) "Smart Girl" who knows the book but is also the voice of reason. Chuanshu Concept: Humanoids who transmigrated with their knowledge of the "book" but also with the wisdom of having read hundreds of similar stories. They are the ones who see the "tropes" coming, who warn "don't go to the basement," who know that the bad guy is redeemable but dangerous. Appearance: Eyes that glow with floating text (visible only to them) when they analyze situations. They wear glasses or lenses that they don't physically need but that help them "see the lines of code" of the world. They always carry books, notebooks, or note-taking devices. Mechanical Traits: ntelligence +2, Dexterity +1 Internal Bestiary: Once per combat, as a bonus action, you identify a creature you can see. The DM reveals its resistances, weaknesses, and typical behavior (if it's from a known book). Pattern Analysis: Advantage on Investigation rolls to find clues, detect traps, and decipher mechanisms. You can "reread" a past combat scene to identify mistakes (advantage on the next similar roll against the same enemy). Tactical BFF: You automatically detect who in the party is most dangerous in combat (lowest HP, enemy nearby). You can use Reaction to grant them +2 AC or advantage on a saving throw once per combat. Mind Map: You never get lost in places you've visited before. You can "remember" the layout of dungeons, caves, or cities with perfect accuracy to draw maps. Cost of Knowledge: You have disadvantage on saves against surprise and on initiative rolls when the enemy is completely unknown (not in your "bestiary" of books). Ideal for: Investigating dungeons, tracking creatures, navigating, tactical support in combat. Chuanshu Background: You're the one who knows this is a "romance book," not an "action xianxia," and you adjust the group's expectations. Your "found family" includes characters who "shouldn't matter" according to the script, but whom you decide do matter. 3. The Emerging Evenings (隐现者 - Yǐn Xiàn Zhě) "Wallflower" who chooses when to be invisible, when to shine. Chuanshu Concept: Humanoids with the ability of magical social invisibility—not literal, but the world of the book literally pays them no attention unless they choose to be seen. In the original script, they were "set dressing," "background character," "the nameless friend." Now, with agency, they decide when to be the center of attention. Appearance: Pleasant but unmemorable features, clothing that "fades into the background." But when they choose to be seen, their appearance becomes dazzling: skin that softly glows, voices that resonate, movements of supernatural grace. They carry small mirrors that reflect their "true self" vs. "invisible self." Mechanical Traits: Dexterity +2, Intelligence +1 Field Invisibility: You can become effectively invisible (not just socially) for 1 minute once per short rest. This works in combat: attacking does not break invisibility until you damage someone. Perfect Opportunity Attack: When you attack from stealth or invisibility, the damage is an automatic critical hit (once per combat per enemy). Invisible Scout: Advantage on Stealth rolls, increased passive Perception +5, and you can move at normal speed without penalty to stealth. Shadow Found Family: You automatically detect other "invisible" beings (hidden enemies, spies, ethereal creatures). You can mark an ally to also detect what you detect for 1 hour. Brightness Exhaustion: After attacking from invisibility, you are visible and fatigued (speed reduced by half) for 1 minute. Ideal for: Dungeon exploration, infiltration, assassination of high-priority targets, reconnaissance. Chuanshu Background: In the original book, you didn't have a name. Now you choose who you are. Your "found family" are other "sets" who decided that together they are protagonists. 4. The Rewriten (改笔者 - Gǎi Bǐ Zhě) "Redeemed Villainess" literally changes the script. Chuanshu Concept: Humanoids who in the "original book" were the villainess—the stepmother, the love rival, the traitor, the one who dies scorned—but who have "awakened" and now fight against their "villainous destiny." They can literally see and alter parts of the world's "text." Appearance: They bear "villainous" marks (eyes that appear permanently made up, gestures that seem calculated even when genuine). But they also have quills or brushes that they materialize when they rewrite. Their shadow sometimes shows their "original villainess form." Mechanical Traits: Charisma +2, Intelligence +1 Tactical Rewrite: Once per combat, you can declare that you "change a line of the script." Choose: instantly move an ally 30 feet (avoiding an attack), automatically cause an enemy attack to miss, or change everyone's initiative (reorder turns). Villain Awareness: You know what an intelligent enemy would do. Advantage on rolls to predict enemy moves, counterattack, and detect tactical lies. Redeemed Leadership: As a bonus action, you can give orders to allies. An ally who listens to you gains advantage on their next attack or saving throw (once per round). Corruption/Redemption System: You have 3 Villainy points that you regain on long rest. Spending 1 point gives advantage on a roll; spending 3 points allows a plot twist (changing a previously rolled die result). If you spend all your points in one day, you must make a DC 15 Wisdom save or act selfishly for 1 hour. Terrain Manipulation: Once per long rest, you can "rewrite" the immediate environment: create cover where none existed, weaken a bridge under enemies, or change the lighting (darkness/light). Ideal for: Combat leadership, group tactics, battlefield control, and manipulating situations. Chuanshu Background: In the original book, you died alone, hated, as a warning. Now, with your new family, you prove that villains are made, not born. Your "found family" includes other "villains" redeeming themselves and those who believe in your change. [ATTACH type="full" size="1536x1024"]429732[/ATTACH] I see their faces and I want to read the webnovel where they are the main characters, don't you also? 1. The Bound (缘妖 - Yuán Yāo) "Pact-bound Yaoguai, shape-mutable" Concept: Animals, plants, or objects that have awakened to consciousness through exposure to spiritual energy and have established a mutualistic pact with a humanoid. They are not servants, but partners who grow alongside their bound. Appearance: Three interchangeable forms during long rest: Original Form: Animal/plant/object of origin (wolf, bonsai, ancient sword) Hybrid Form: Anthropomorphic beast (humanoid body with head/legs/tail of origin) Humanoid Form: Apparently human, but with "tells" (beast eyes, hair that moves like a plant, metallic skin if it was an object) Mechanical Traits: Constitution +2, Wisdom +1 Blood Pact: At the start, you choose an allied PC as your "Bound." While within 30 feet: Can communicate telepathically (emotions/images, not words). If one takes damage, the other can use reaction to take half. Both gain +1 to saves when the other is conscious. Three Forms: You switch between Original/Hybrid/Humanoid during long rest. Each form grants advantages in different abilities: Original: Stealth, Perception, Natural Survival; Hybrid: Strength, Intimidation, Acrobatics; Humanoid: Charisma, Persuasion, Deception. Bond Evolution: When your Bonded One levels up, you gain +2 maximum HP and a new minor skill related to its class. Dependence: If your Bonded One dies, you are stunned for 1d6 days and lose your humanoid form until you find a new pact (1-week ritual). Ideal for: Players who want a "pet with agency" dynamic and a true symbiotic relationship. 2. The Irradiated (光蚀者 - Guāng Shí Zhě) "Humanoids of luminous mutation, not demons." Concept: Humanoids whose ancestors were exposed to raw magical radiation (not infernal energy). Their mutations are physical but do not indicate evil. They live with the prejudice of those who mistake them for demons or abominations. Appearance: Skin with bioluminescence (patterns that glow in the dark), eyes without pupils (or with multiple pupils), small extra limbs, bony ridges, or semi-transparent tissue. Each Irradiated individual has a unique mutation. Mechanical Traits: Constitution +2, Intelligence +1 Radiant Mutation: Choose mutation when creating a character: Luminescence: Emits light 10 feet, blinding 1/round (bonus action) Transparent Weave: Advantage in Stealth, disadvantage in Deception (you cannot conceal emotions) Extra Limbs: +1 to AC, you can hold an additional object Multiple Eyes: Advantage in Perception, you cannot be surprised Magic Resistance: Advantage on saving throws against the effects of magical radiation, light, or forced transformation Social Prejudice: Disadvantage on Charisma checks with humanoids who do not know you (they mistake you for a demon/abomination) Purification: You can "sleep" in places of high magical radiation (springs, crystals) to recover all hit points in 4 hours instead of 8 Ideal for: Players who want to explore themes of discrimination, visible physical difference, "good monster" 3. The Semixian (半仙 - Bàn Xiān) "Incomplete Cultivators, impure with karma" Concept: Beings who have partially attained transcendence but are trapped by karmic contamination: debts from past lives, broken promises, or unresolved ties. They need purification to complete their ascent. Appearance: Ethereal, semi-transparent form, with visible chains of light (unresolved karma) within animated armor. They can condense into the form of a humanoid construct, mechanical beast, or small technomagical vehicle: a floating chariot, a chair with beast legs, a rolling sphere, etc. Mechanical Traits: Wisdom +2, Dexterity +1 Conveyance Form: As an action, you transform into a small technomagical vehicle: Medium size, speed 40 ft. You can carry 1 passenger (Medium size or smaller). Passenger can use your Wisdom modifier for Dexterity saving throws while "driving." In vehicle form, you cannot attack but you have +2 AC. Duration: 10 minutes, once per short rest. Karmic Burden: You start with 3 Karma points. You spend 1 to: Give advantage to an ally's roll (intervention of fate) Avoid damage that would kill you (unresolved karma sustains you) You regain 1 point when you help resolve another's emotional debt (forgiveness, reconciliation) Purification: When you reach 0 Karma and complete a "pure good deed" (without personal gain), you gain temporary transformation: you fly 30 feet, radiate holy light, immune to fear for 1 minute Vulnerability: Effects that detect or manipulate souls detect you as "incomplete," you can be targeted by erroneous exorcisms Ideal for: Players who want "redemption" mechanics, transportation support, debt/responsibility themes 4. The Resonants (共鸣者 - Gòngmíng Zhě) "Gui that are not undead, but persistent resonances" Concept: Persistent echo of people who died with immense unresolved emotional debts. They are not souls (that reincarnate), but an impression of will so strong that it persisted. They are not "dead" because they were never alive as a separate entity. Appearance: Translucent, monochromatic, with a visible death mark (the wound that caused the original impression). They have no shadow or reflection. Their voice echoes. Mechanical Traits: Wisdom +2, Charisma +1 Undead, Not Living: Immune to necrotic damage (you are not undead) You are not healed by necrotic damage or negative energy Necrotic damage resistance (you take half) Vulnerable to radiant damage (you are not a creature of light) Vanish: As a bonus action, you gain resistance to nonmagical damage and can pass through solid creatures/objects until the end of your next turn. If you end your turn inside an object, you take 1d10 strength damage and are knocked out into the nearest space. Persistent Memory: Once per long rest, you can "remember" the ability of the person whose impression you are. You gain proficiency in one skill for 1 hour. Emotional Anchor: You must bond with a living person or object. If you move more than 1 mile away from your anchor for more than 24 hours, you begin to vanish (1 level of exhaustion per day). You can change your anchor with an 8-hour ritual. Ideal for: Players who want to explore identity, memory, and what it means to "exist." 5. Pact Elementals (契灵 - Qì Líng) "Lings specializing in arcane bonds" Concept: Manifestations of pure elements that have learned to form contracts with spellcasters. They prefer specialists in their elements, except for Metal and Wood subraces who seek combatants. Appearance: Body of a pure element (fire, water, earth, air) contained in a humanoid form. Metal Elementals resemble animated statues; Wood Elementals, humanoids of bark and moss. Mechanical Traits: Intelligence +2, Constitution +1 Elemental Subrace: Choose element. Determines resistance and pact skill: Element Resistance Preferred Pact Pact Skill Fire Fire Mage (evocation) Fire weapon (1d8, ranged 20/60) Water Cold Mage (conjuration) Heal 1d8+mod to touched ally (1/short rest) Earth Acid Mage (transmutation) +2 AC while on land Air Lightning Mage (divination) Flight 30 ft. (up to 1 minute, 1/short rest) Metal Slashing/Piercing Warrior/Paladin Natural weapon (1d10, heavy, versatile) Wood Blunt Barbarian/Scout Regeneration 1 HP/turn in sunlight Bond Pact: You can bond with spellcaster (or combatant for Metal/Wood). While within 30 feet: Caster can use your Constitution modifier for concentration. You gain advantage on saving throws against effects of your element. You can "store" the caster's 1st or 2nd level spell and cast it yourself later (1/long rest). Elemental Form: As an action, you shed humanoid form to become pure elemental (a 5-foot cube/sphere of your element) for 1 minute. Immune to nonmagical physical damage, you can't attack or speak, speed 0. Ideal for: Players who want a "powerful elemental familiar" dynamic, tactical specialization 6. The Piloted (驭躯者 - Yù Qū Zhě) "Yao Shou who pilot biological exo-armor" Concept: Magical beasts that cannot transform into humanoids due to biological limitations or curses, but have developed the technique of animating humanoid statues made of biological material (bone, chitin, petrified wood, cultured tissue) which they use as a substitute body. Appearance: Small beast form (Small size) that fits into the "thoracic cockpit" of a humanoid statue (Medium or Large size). The statue appears as living armor/organ, not a rigid structure. Mechanical Traits: Dexterity +2, Strength +1 Biological Exo-Armor: You start with a Medium-sized statue. While piloting: Your size is Medium, speed 30 ft. +2 AC, +2 Strength (maximum 20). You can use humanoid weapons/armor. If you take critical damage, the statue suffers "structural damage": -1 to bonuses until repaired (8 hours + materials). Beast Form: You can leave the statue as an action. In Beast Form: Size Small, speed 40 ft., climb 30 ft. Bite/claw 1d6 + poison (CON save or poisoned 1 minute). You cannot use items designed for humanoids. You are the target of spells that affect beasts. Exo-Armor Enhancement: With suitable materials (monster parts, magic crystals), you can enhance your statue: Large: +1 bonus Strength, reach 10 ft., speed 25 ft. Winged: Flight 30 ft. (not in heavy armor). Aquatic: Breathe water, swim 40 ft. Camouflage: Advantage on Stealth in natural surroundings. Symbiotic Bond: The statue is a living organism. If destroyed, you must build a new one (1 week + 500gp materials). In the meantime, it only works in beast form. Ideal for: Players who want a "biological mech," a beast with a humanoid option, and building/progression. 7. Vestments (圣衣者 - Shèng Yī Zhě) "Zhen-construct that is living armor" Concept: Created by celestials as tools of divine protection, they can take two forms: an independent humanoid construct, or animated sacred armor/vestment that can be worn by another humanoid. Appearance: Independent Form: Humanoids of celestial material (luminous gold, moon silver, ethereal jade) with glowing runes. Vestment Form: They unfold/transform into full armor or ceremonial vestments that glow softly. Mechanical Traits: Charisma +2, Wisdom +1. Two Forms: You switch between Independent and Vestment as an action during short rest: Independent: You are a normal PC, Medium size, all your skills. Vestment: You "wear" an allied humanoid (similar Medium size). While clothed: You do not take your own turn. Bearer gains +2 AC, +2 to saving throws, and resistance to radiant damage. You can use your reaction to: Give advantage to bearer's roll; Halve damage to bearer (1/short rest); Emit blinding light (bearer's bonus action). You can communicate telepathically with bearer. If bearer falls to 0 HP, you automatically unclothe (Independent form, 30 feet away). Choose Bearer: You can allow any humanoid to clothe you with an action (you and they must consent). You can refuse a bearer if alignments are incompatible. Celestial Purpose: You have a divine mission (determined by the DM or you). While acting in accordance with it, you gain advantage on Charisma rolls with believers. If you abandon it, you lose form. Clothe until redemption. Celestial Mending: You do not recover HP normally. You must meditate in moonlight/at a sacred altar during a long rest, or be "repaired" by the wielder using divine magic. Ideal for: Players who want to be "team boosters", extreme trust relationships, sacrifice/protection [ATTACH type="full" size="1536x1024"]429733[/ATTACH] Don't lie, if their action figures were sold you wanted to buy them, wouldn't you? [/QUOTE]
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