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Eeveelutions, D&D 5e Homebrew Races

Eevee

Medium Humanoid
Languages: Common, +1 simple language
Speed: 30'
+1 to All Ability Scores

Run Away:​ Eevees are generally very good at not getting caught. If you use a Disengage
action, you may use a Dash action as a bonus action.

Anticipation:​ Eevees have a supernatural sense for danger. If a creature within 60 feet of you
possessed the power to kill you in one shot, or otherwise seriously harm you, you receive a
spine chill, alerting you that you should probably evacuate the area immediately, or at least
switch out for someone better suited for the task of facing the threat.

Evolution Ritual:​ As a member of the Eeveelutions race, part of your maturation rites are to
Evolve. Each Eeveelution has their own ritual components, as listed here. These components
cannot be substituted by an Arcane Focus or any natural arcane focus provided by a race.

This choice is permanent, and cannot be undone. This ritual can also be taught to other races,
as well as cast on them, but it will only work for 1d6 days.

Vaporeon:​ In order to cast Vaporeon's ritual, you must know and be able to speak Aquan, and
Swimming proficiency. The ritual component is a Sapphire from the elemental plane of water. A
single Dragon Turtle's scale will unlock all of Vaporeon's traits automatically regardless of level
cap.

Jolteon:​ In order to cast Jolteon's ritual, you must know and be able to speak Auran and be able
to deal Lightning Damage. The ritual components is a thunderstruck Fulgurite. The tooth of any
dragon with lightning breath will automatically unlock all traits regardless of level cap.

Flareon:​ In order to cast Flareon's ritual, you must know and be able to speak Ignan. The
component for the ritual is a Fire Ruby. However, the tooth of any Fire breathing dragon will
unlock all traits regardless of level lock.

Espeon:​ In order to cast Espeon's ritual, you must know and be able to speak Deep Speech and
know one psionic skill at least. The ritual must be cast under the light of day, and must consume
a crystal ball that a gypsie would use.
Umbreon:​ In order to cast Umbreon's ritual, you must know and be able to speak
Undercommon, and have killed a Fae. Whether the Fae was Unseelie or not, or have been
killed in self defense or otherwise, it doesn't matter. The blood of a Fae is required, and the
ritual must be cast at the midnight hour.

Leafeon:​ To cast Leafeon's ritual, you must know and be able to write in Druidic, and know at
least one spell from the Druid spell list. An Eevee will automatically become a Leafeon if they
become a Druid. Otherwise the component is a Faewild sapling.

Glaceon:​ In order to cast Glaceon's ritual, you must speak and know Giant, and perform the
spell while surrounded by snow. The ritual must consume NevermeltIce.

Sylveon:​ You must speak and know Sylvan to cast Sylveon's ritual. Unlike other rituals, the
component for this ritual is Fae help, thus requiring that a Fae owes you a favor. Different levels
of Fae unlock different abilities from Sylveon.

Vaporeon

Medium Elemental Humanoid


Languages: Common and Aquan
Speed: 30' land and 50' swim
+2 Constitution
+1 Dexterity

Abilities

Aquatic Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Amphibious​: You can breathe water or air with equal ease.

Typing - Water​: Vaporeons are closely connected with the natural element of water. You have
resistance to fire damage. However, you receive disadvantage on saving throws against any
attack or effect which deals lightning damage (if that effect allows a saving throw).

Acid Armor​: At 5th level, vaporeon is able to liquify its form while mostly or fully immersed in
water. In such conditions, you have advantage on stealth rolls and may typically attempt to hide
even when you have nothing to hide behind, so long as you are not actively being observed.
Further, for as long as you are immersed, you and your equipment are amorphous and can
move through a space as narrow as 1 inch wide without squeezing.
Magic Resilience​: At 10th level, when damaged by a spell, you may use your reaction to halve
the damage dealt. Once you have done so you may not use this trait again until you have
finished a short long rest.

Hydration​: At 13th level, if you are able to immerse yourself in shallow or deeper water while
you take a short rest, you automatically regain a number of hit points during that rest equal to
your constitution modifier plus your maximum number of hit dice.

Jolteon

Medium Elemental Humanoid


Languages: Common and Auran
Speed: 45'
+2 Dexterity

Abilities

Lightning Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Electric: ​Jolteon​ ​are closely connected with the natural element of Lightning. You
have advantage when dealing lightning damage to airborne targets.

Quick Feet:​ At 6th level, when afflicted by a status condition such as poisoned or burned, you
are spurred to finish the fight (or flight) quickly. You gain +5 movement speed when afflicted with
a status condition.

Volt Absorb:​ At 10th Level, when you take Lightning damage, you instead heal for the amount
of damage rolled. However, you cannot gain this benefit if you don't perform maintenance on
your fur when needed.

Electric touch​: At 15th level, you automatically deal crits to any enemies that are covered in
conductive materials. However, you deal no damage to grounded enemies.

Flareon

Medium Elemental Humanoid


Languages: Common and Ignan
Speed: 30'
+2 Charisma

Abilities
Fire Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Fire: ​Flareon has a natural connection to the natural element of Fire. You have
resistance to fire damage, but vulnerability to cold damage, but you also take damage from
Water elemental spells.

Stoke the Flames​: When hit by powerful winds, roll a d20. If you roll above 10, you deal double
damage with Fire damage. Otherwise, take 1d10 damage.

Flash Fire:​ At 4th level, when you are hit by fire damage, you may add half the fire damage
dealt to your next attack roll that deals fire damage.

Bold Guts: ​At 8th level, When afflicted by a status condition such as Poisoned, Frightened, you
put on a brave face and strike ever harder. Add a +2 to all damage rolls while afflicted. You are
not immune to any status conditions, unless another feature states that you are.

Espeon

Medium Humanoid
Languages: Common and Deep Speech
Speed: 30' land
+2 Intelligence
+1 Dexterity

Abilities

Psychic Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Psychic:​ Your mind is naturally open to the world around you and may have the ability
to influence it. You have a natural resistance to Psychic Damage.

Forecast:​ You have proficiency in Nature.

Feline Grace:​ You have proficiency in Acrobatics.

Synchronize:​ at 5th level, If you become afflicted by a status effect, you automatically inflict one
target with the exact same status condition.

Umbreon

Medium Humanoid
Languages: Common and Undercommon
Speed: 30' land
+2 Charisma
+1 Dexterity

Abilities

Dark Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Dark:​ You are very acclimatized to the Dark, and the dark power evil usually holds.
You have immunity to Psychic Damage, but are vulnerable to all martial weapons, martial arts,
and Silvered weapons.

Synchronize:​ at 5th level, If you become afflicted by a status effect, you automatically inflict one
target with the exact same status condition.

Nasty Plot:​ You just had a brilliant, yet evil idea. At 9th level, when next you make an attack,
you do so with Advantage. You may only do this once per rest.

Intimidating Presence:​ You have proficiency in Intimidation.

Leafeon

Medium Plant Humanoid


Languages: Common and Druidic
Speed: 30'
+2 Constitution
+1 Strength

Abilities

Grass Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Grass:​ You have a deep connection with the natural world, much like a Druid. You
may be vulnerable to Cold and Fire damage, but you heal when hit by Radiant Damage.

Chlorophyll:​ When exposed to direct sunlight, you gain +10 feet of movement speed. When not
exposed to sunlight, you suffer -10 feet to movement speed.

Leaf Guard:​ When exposed to direct sunlight, you have advantage on saving throws against
status conditions.
Life Surge:​ At 5th level, when your hit points fall below 20%, your damage with plant based
attacks doubles.

Leech Seed:​ At 10th level, once per initiative, you may cast this feature. You throw a clump of
mystic seed pods that sprout on your target. Each time they begin their turn, they lose 1 hp, and
you gain 1 hp. This lasts until either you die, or the target dies.

Glaceon

Medium Elemental Humanoid


Languages: Common and Giant
Speed: 30'
+2 Wisdom
+1 Constitution

Abilities

Ice Evolution:​ You cannot start as this race, and must evolve into one from Eevee.

Typing - Ice:​ You are a creature of the cold. The snowpeaks and tundras are your natural
home. You are resistant to Cold Damage, but are Vulnerable to Fire Damage.

Snow Cloak:​ At 6th level, If you are in a Blizzard, or otherwise snowy weather, you may take
the Hide action as a bonus action, even if nothing but the snow is hiding you.

Ice Body:​ At 12th level, during cold weather such as Hail or Blizzard, you gradually heal hit
points. Every turn you spend in a heavy snow, you heal 1 hit point.

Cryokinesis:​ At 18th level, you have mastery over cold magic. If you cast a spell that deals with
cold damage or cold weather, you may cast it without expending any spell slots.

Sylveon

Medium Fae Humanoid


Languages: Common and Sylvan
Speed: 30'
+2 Charisma
+1 Wisdom

Abilities

Fae Evolution: ​You cannot start as this race, and must evolve into one from Eevee.
Typing - Fairy:​ You count as a Fae for all purposes. Your mystic power has advantage against
anything Evil aligned, and you have a strong sense of the alignment of everything you look at.

Pixilate - Lesser Fae level:​ All non magical attacks count as magical for the purposes of
overcoming resistances.

Cute Charm - Greater Fae level:​ Anyone who makes a melee attack against you must make a
DC (8+wisdom modifier + proficiency bonus) Wisdom Saving Throw or be charmed by you.

Dragon Slayer - Archfey Level:​ You are immune to Dragon Breath attacks, and have
advantage on all attacks against Dragons.

Feats

Double Edge​ -
No requirement
You may deal damage to yourself equal to your level plus your attack modifier, and in return add
1d4 to your damage roll.

Bow to Your Tiny Adorable Master-


Requirements: Charisma 20, Sylveon
Upon a mere glance, your visage fills dragons with a sheer terror that makes them want to build
a jumbo sized toilet to commit self swirly just to avoid the sheer bullying you may be about to
inflict upon them.

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