Outsider

W ith limbs of shadow and eyes of stone,

The Outsiders shall follow you home.

With claws of metal and souls of lust,

Let there be no one you can trust. - Bismuth, Broodfather of the Outsiders





Outsiders, in their true forms, are humanoid creatures of an almost eldritch nature. They are slender and frail, with gangly limbs and almost skeletal features. The flesh of an outsider is dark, and to the untrained eye, looks not too dissimilar to stone. Outsider flesh is different from figure to figure, varying from stone and mud tones to greens, blues and even rusts or dark golds. An Outsider's large, bulging eyes are a variety of different colors, and are usually glassy, often being mistaken for gemstones. Their appearance is deceiving, even when an Outsider is in its true form. They are hardy, with a natural agility not in keeping with their frail appearance.

Creatures of Oppurtunity

Outsiders are rumored to be the descendants of gemstone dragons, a warped subspecies of the dragonborn that has been corrupted by psionic energies. They were residing in caves and chasms long before the touch of man brought them to the light.

When the different races began to venture downwards, Outsiders were forced to adapt. Some fled, using their concentration of psionic energy to displace themselves into new caves, where they continued to feast on ores and gemstones. The others hid among the newly found races, using their cunning to warp and twist reality, to blend in with the humans and dwarves that broke through to their homes.

Bonds of Stone

Outsiders live in groups known as swarms, and sizes of swarms vary drastically. Outsiders living in the cities will often have smaller swarms, while uncivilized, cave-dwelling Outsiders will have much larger swarms.

In many cases, Outsiders are very closely knit with their birth swarm, but in the event that one gets seperated or decides to split off, will create their own swarms. They are usually heavily protective of other members of their swarm, treating them as family.

Even Outsiders who have moved away from their swarm will go back to visit it often.

Quick Fingers

Outsiders are known for their thieving nature, as not many of them have grasped the concept of ownership or law. Those that have, however, learn to bend, twist or even break the law, some becoming guards while others become members of cults and gangs. Not known for their intelligence, Outsiders are drawn to shiny objects, anything that resembles a precious stone. It's not uncommon for members of the race to sneak rings off fingers or gems out of bags without even themselves realising it.



































Outsider Names

Most Outsiders are named after the gems their eyes represent, or other mineral-like names, such as Ruby, Opal, Topaz, and Onyx. Some Outsiders, typically Doppelgangers, give themselves names from the language of the race that they most commonly disguise as.

Outsider Traits

Your eldritch heritage manifests in a variety of ways that are consistent with your kin.

Ability Score Increase. Your Strength score increases by 2.

Age. Outsiders mature a little faster than humans, reaching adulthood at 15. On average, they live much longer than humans do, unable to die from old age.

Alignment. Outsiders tend to be chaotic, favouring individual choice over strict creed or law. They avoid unnecessary risk, and direct confrontation unless they feel the reward is worthy.

Size. Outsiders are naturally frail-looking creatures, but make up for it in their height. They are taller than most races, averaging at about 7ft. tall, but weigh about the same as an average human.

Speed. Your base walking speed is 30 feet.

Natural Cunning. Outsiders are resistant to tricks of an arcane nature. You have advantage on saving throws against Charm spells and cannot be put to sleep by magic.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. An Outsider retains the ability to distinguish color and detail under these conditions.

Languages. You can speak, read, and write Common and one other language of your choice.