Order of the Roll - Dungeons and Dragons Morethren - Order of the Roll

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.
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