Morethren
DnD Morethren Race
Origin
The Morethren closely resemble humans because they once were. Long ago, they lived as ordinary people until they made their home in caverns once carved by giants or formed within the remains of fallen giants, which over time turned into stone and caves. Some can also be found dwelling near ancient graveyards. In those dark depths, they encountered mysterious entities known as the Dark Shadows, with whom they made a pact. This dealgranted them supernatural powers but changed them forever.
Appearance
Morethren have pale white to grayish skin, often adorned with black face paint in patterns reminiscent of black metal bands, with dark lines, heavy mascara, and stark contrasting accents.
Their hair is usually black, white, or gray, though some dye it in striking colors.
Clothing Style
They typically wear black clothing decorated with spikes, chains, and metallic details.
Some Morethren wear Battle Jackets, coats covered in buttons and patches featuring symbols or images they find meaningful or “cool.”
Culture and Music
In their cavern homes, the Morethren play loud, aggressive music, mainly black metal or thrash metal.
As long as it’s filled with screams and chaos, they consider it sacred art.
Faith
The Morethren worship the ancient giants who created their caves, as well as the Dark Shadows with whom they made their pact.
They believe their strength flows directly from these beings and that through music, darkness, and ritual, they can honor and amplify this power.
Stats
- Size As with humans from the Material Plane, umbral humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
- Speed Your walking speed is 30 feet.
- Ability Score IncreaseYou may choose one score to increase by 2 and a different score to increase by 1.
- AgeYour natural aging process slows and becomes similar to that of an elf or shadow fey.
- Alignment Umbral humans have often walked a troubling path to become what they are. This tends to push umbral humans toward neutral or chaotic alignments, but all variations exist.
- Cursed InfusionYou have resistance to necrotic damage.
- Dark InfusionYou have resistance to cold damage.
- DarkvisionYou can see in dim light within 60 feet as though it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Fade AwayWhile standing perfectly still, you can use an action to become invisible. You become visible again if you move or take an action. You can use this feature a number of times per day equal to your proficiency bonus.
- Languages: Your character can speak, read, and write. Common, Metal and one other language that you want.
- Shadow Gift: You struck a bargain with a shadow fey to receive a gift, but it came at a terrible price. Choose one of the options below to determine the benefit and penalty you possess (or discuss other options with your GM):
- Increase one of your ability scores by 6 (up to 20). Reduce two different ability scores by 2.
- You no longer need to eat or breathe to survive and require only 4 hours for a long rest. Gain one level of exhaustion. This level of exhaustion cannot be removed by any means magical or non-magical.
- Cut your current base movement speed in half. Gain a fly, swim, or climb speed equal to your newly halved base movement speed.
- You become proficient in one skill of your choice and always roll ability checks made with that skill at advantage. Choose a second skill, and always roll ability checks made with that skill at disadvantage.
- Each day at dawn, you gain temporary hit points equal to your Constitution score. You are no longer able to spend hit dice to heal during short rests.
