Verdan (Variant) | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Verdan (Variant)

Wonderful, Sweet, and Magically Mutable, The Verdan are a race of Goblinoid people that are highly adaptable to their current situations. One night they may go to bed looking similar to a standard goblin, the next day they look like a green elf, with crazy psionic abilities, to then looking grey and disturbed, capable of seeing in the dark and climbing on walls...   While their origins are still hotly debated, many scholars believe that their adaptability comes from their chaotic genes, a supposed gift that possibly came from a benevolent Archfey, possibly as a means of helping the early Verdan survive whatever hardships they were undergoing at the time.   Verdan society is unique, since, due to their wildly different society and constantly changing people, many Verdan have little to no discrimination, not only for their own kind, but for other races as well. However, when Verdan do take up positions outside of their society, they tend to fill the roles of diplomats or hired guards. Primarily due to their highly adaptable nature, the Verdan can possibly fill up any roll they are assigned to.
ability score increase: You may increase a single score by +2 and another score by +1, or three different scores by +1.
age: The Verdan reach maturity at age 20, and may live for up to 400 years.
alignment: Despite their innate chaotic nature, Verdan society tends to highly value laws and order, believing that while chaos is acceptable and even necessary, order is needed to refine said chaos.
Size: Small
speed: 25 ft, but increases to 30 ft when you reach 5th level.
Languages: Common, Goblin, and one other language your DM deems appropriate.
race features:
Creature Type. You are considered both Humanoid and Goblinoid for the sake of spells.   Size. Verdans are between 3 and 4 feet tall at the start. Your size is Small until you reach 5th level where you get a 2 to 3 foot growth spurt and become a Medium creature.   Speed. Your base walking speed is 25 feet, but increases to 30 feet when you reach 5th level.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Darkvision. You gain standard darkvision up to 60 ft.   Chaotic Adaptability. You gain the ability to mutate your body to suite your current situation. At 3rd level, you may only choose one mutation from the list below that are available to you. At 5th level, you may choose another mutation from the 5th level category. You may only have one 3rd level and one 5th level mutation active at all times. The following are the mutations you may choose:
3rd Level:
  • Telepathic Speech. You can telepathically speak to any creature within 60 feet. You do not have to share a language to speak, however, they must be able to speak a language. You also needn't see the creature, so long as you are intimately familiar with said creature.
  • Deepdweller. Dealing with dark spaces has altered your physiology, making you better at traversing such places. You gain an additional 30 ft of darkvision. Additionally, if you are within dim or dark lighting, you may take your bonus action to hide with advantage.
  • Magically Intuitive. You have magically gained proficiency with certain abilities by your genes magically connecting to the weave itself. You may select two of the following to be proficient in, ranging from weapons, to tools, to languages, or skills. You may change these proficiencies at the end of a long rest by changing your 3rd level mutation and reselecting this mutation.
  • Goblin Swiftstep. You can take the Disengage action as a bonus action on each of your turns. You may only do so a number of times equal to your proficiency modifier and regain all uses at the end of a long rest.
  • Budding Psionics. You gain the Mind Sliver and Mage Hand cantrips. These are innate spells, and do not count against your spells known. Your Intelligence, Wisdom, or Charisma stat is your modifier for these spells.
5th Level:
  • Telepathic Insight. You have adapted to guard your mind against those who may seek to corrupt it. You have advantage on all Wisdom and Charisma saving throws.
  • Verdan Fury. When you damage a creature with an attack or a spell, you can cause the attack or spell to deal extra psionic damage to the creature, driving a psionic spike into their mind. The extra damage equals 1d6 + 3 psionic damage. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Fey Step. Your chaotic genes have manifested a unique teleportation similar to the Eladrin. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait twice and must finish a long rest in order to regain all expended uses of it.
  • Hardskin. You manifest spots of rough, scaly, or rocky skin, granting you a boosted defense. You gain a +1 to your AC if you are wearing armor.
  • Elemental Goblinoid. Your chaotic genes have somehow touched one of the four elemental planes, thus granting you heightened physical prowess. Choose from Cold, Fire, Bludgeoning, or Thunder. You gain resistance to the selected damage type.
You may change one mutation of 3rd or 5th level at the end of a long rest.   Languages. You know Common, Goblin, and one other language your DM deems appropriate.
Physical Appearance: The Verdan appear as small and medium humanoids. They appear as a mix of goblins, hobgoblins, and elves, although they are classified as Fey. Outside of general features, it's hard to describe the Verdan, considering their primary feature is heir vast mutations. Depending on the mutations, one Verdan may look wildly different than another Verdan. When they gain their mutations, they will wildly transform, altering their skin tones, body composition, elemental infusion, etc. etc.   Additionally, their bodies seem to have an innate understanding of the situations they find themselves in. If they need to see better in the dark, they will mutate their bodies to see easier in the dark. If they are on a diplomatic mission, they may mutate to learn different languages or gain telepathic speech. If they work in dangerous environments, they will mutate to develop hardened skin or an innate resistance to an element, often changing their physical appearance in the process.   This also applies to the wandering communities they build. Their bodies will mutate depending on the communal needs they have to fill, growing or shrinking depending on the need. Some have even been known to change their physical sex if the need is great enough.

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Soljirr.

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