WIP, images and other descriptions are still in the works
Fluffy and much more of an animal appearance, keen into observation and studying of behaviors.
Features:
Skill Increase- You gain proficiency in insight. If you already have proficiency this becomes expertise.
Diversity- This variant comes in many different types, differing from others of the Enderian race.
(Fur Types: Calico, White, Black, Tuxedo, Orange Tabby, Blue and Purple)
(Eye Types: Purple, Red, Blue, Yellow, Green, White, Black, and Heterochromatic)
(Horn Types: Any type you can think of!)
Dark Sense- You gain an extra 60ft of Darkvision.
Magic Resistance- You have advantage on saving throws against spells and other magic effects.
Language- You can speak, read and write Sylvan.
A unique subrace as they are pale in tone, as well as the inclusion of rugged sandpaper like skin, with dorsal fins or tentacles to allow ease of movement in the vast void.
Features:
Skill Increase- You gain proficiency in history.
Sea of Spirits- You learn a language you’ve heard in the Astral Plane.
Seen Spirits Die- Advantage on saving throws against being frightened.
Pale skinned- Being pale skinned makes the astral variant inherent weakness in the uncomfortable sunlight, subtracting 1d4 from any melee attack made while in broad sunlight.
Darkvision- Accustomed to the void, you gain 60ft of darkvision.
Bright and Bold- Although Enderians tend to naturally be curious and investigative, this variant is even more so, getting distracted easily and seeking out answers to every curiosity they have, this can make them very inquisitive and make social settings throw suspicion their way.
The barter enjoyers of the race, this variant has adapted to behave similarly to what others know Piglins to be. Valuing fair trades and community growth.
Features:
Skill Increase- You gain proficiency in persuasion.
Paid Debt- You never forget when something is owed to you, advantage on checks made against a creature indebted to you.
Stolen Goods- Eye contact is easy enough to avoid, but this variant can Frenzy simply when something gets stolen from them, so have caution to those with sticky fingers.
Caravan- You never travel alone, you get disadvantage on checks when at least 40ft from a friendly creature.
Very similar to the Crimson counterpart, these Enderians value magicks and trading of enchanted and rare mythical goods. Finding one of them can prove a fortunate trading opprotunity.
Features:
Skill Increase- You gain proficiency in arcana.
Lone Wanderer- You have grown accustomed to traveling alone, you gain advantage on checks when at least 40ft from a friendly creature.
Docile- Rare to see a Frenzy occur, this variant tends to align towards true neutral.
Spores- When threatened, you can release mushroom spores in a 10ft radius around you. (1d6 poison, Con save dc of 13).
Rough to the touch skin, and gaps within their limbs. Stalking any prey with the aid of their skin being colored like dense sand, in which they often bury in until they strike.
Features:
Skill Increase- You gain proficiency in slight of hand.
Insatiable Hunger- You are used to eating only what is necessary to survive. You have disadvantage on any exhaustion checks you make.
Darted Claws- You have adapted different ways to hunt prey and enemies. You can shoot one of your claws up to 15ft, dealing 1d4 piercing and 1d6 poison.
Deep in the grounds where the air is hot, or out in the desert in the blazing sun. These Enderians thrive off the heat and what it brings, often indulging in enhanced forge capabilities.
Features:
Skill Increase- You gain proficiency in intimidation.
Suns Wrath- Getting too close can cause discomfort from the heat, staring isn't recommended either. Frenzy gives you advantage on attack rolls.
Molten Spit- You can use the magma either in your mouth or torso to deal fire damage to your attacks.
Solidified Rock- You have solid sections of rock, giving you a +2 to ac.
Furthest From Water- On top of the vulnerability, you take an extra 1d8 of damage from water.
Attuned to the Earths nature, and being an ally to the woodlands. Larger than many ofther variants, these Enderians tend to be gentle giants.
Features:
Skill Increase- You gain proficiency in nature.
Bark Skin- You can blend in easy with your wooded surroundings, giving you advantage on stealth in forests. This also gives you a +1 to ac, seeing as you're made of thick wooden skin.
Splintered Claws- Any melee claw attack you make deals an extra 1d8 piercing damage, as the wood splinters.
Natures Guard- Creatures look to you for protection, deeming you as safe and a protector.
A solitary variant, not normally seen in groups. Slick and cold skin, sharp to the touch.
Features:
Skill Increase- You gain proficiency in survival.
Frozen Skin- The blazing sun fatigues you, you have vulnerability to fire based attacks.
Like Punching Glass- Any melee attack you make has an added 1d10 piercing damage.
Frozen Water- The vulnerability to water to your race is now neutral to you, making it bearable to touch.
Mole like Enderian, this variant resides underground. Using their larger hands to maneuver, and able to make and find tunnels at fast rates.
Features:
Skill Increase- You gain +2 in strength.
Expert Digger- You gain 5ft of digging speed.
Shriveled Legs- Adapted to digging and traversing underground, your legs are rendered weak. This makes your hands the main source of your traveling.
Tough Plating- Moving stones and hard materials while excavating isn't easy, you've grown to develop hard exterior plates to protect you. Giving you a +2 to ac.
Bright World- The world outside the underground is bright, making any perception checks in this light gives you disadvantage.
A water Enderian?? Who knew! Fast swimmers and adept in tracking their goals within the vast waters.
Features:
Skill Increase- You gain proficiency in acrobatics.
Fins and Tail- With your adapted dorsal fins and smooth tail, you gain 40ft of swimming speed.
Gills- You have adapted amphibiously, and can breath both air and water.
Cold Blooded- You do not have vulnerability to water, but you do have a vulnerability to fire based attacks now.
Large hulking forms who simply enjoy staring. Stalking and being the tallest of the Enderian race, reaching 10-11ft in height, this leech like variant is not against finding weakness.
Features:
Skill Increase- You gain proficency in intimidation.
Sapping Leach- You have a bite ability to drain health to heal yourself. Doing so by 1d6 incriments.
Figure- Your tall uncanny nature strikes fear into anyone, especially those who oppose you. You have advantage on intimidation checks.
Not So Equipable- You are unable to weild any weapons or sheilds, not comfortably.
Originating from very deep underground, taking on features and traits of the skulk material around them.
Features:
Skill Increase- You gain proficiency in survival.
See No Evil- This subrace is completely blind, relying on heightened hearing and echolocation to move around. Perception checks based on hearing have advantage.
Skilled Maneuvering- Although you are blind, you have become so used to using sound to get around that your lack of sight doesn’t give you disadvantage on melee attacks.
Who’s There?- Due to being blind, this subrace is unaffected by direct eye contact with another creature, however their sensitive hearing can still trigger the frenzy response if there is thunderous noise within 15ft of them.
Necrotic and raised from the dead to rewalk life. Torn and cracked but formidable nonetheless.
Features:
Skill Increase- You gain proficency in history.
Rebreathe- You are now an Undead. You do not need to eat, sleep or breathe.
Eye for an Eye- Unlike how the other variants gain strength from their pearl core, you gain yours from your own eyes. This also makes them a weakpoint for you.
Past Life- You can select a single trait/ability of your choice.
Torn Apart- You're body is falling apart at the seams. You lose 2 from your ac.
Constructed for a multitude of purposes, used across a majority of the Enderian race. Free to roam as they please, and often given life to persue on their own.
Features:
Skill Increase- You gain proficiency in investigation.
Metalic Core- Water doesn't harm you the way it does the others, although you would perfer not to rust.
Automatic- You do not need to eat, sleep or breathe.
Lanky Machine- You are vulnerable to bludgeoning damage, seeing as you aren't the bulkiest of machines.