New 5e Race: Awakened Scarecrow

by CurlyFries

Search GM Binder Visit User Profile

New 5e Race: Awakened Scarecrow

Whether created through dark ritual or magical accident, awakened scarecrows once stood solitary guard over the fields of civilisation, but now shamble their merry way across the land in an oft-disturbing parody of humanoid life. Possessed of free will and strange magic, they often leave the fields of their creation behind to seek out meaning for their unnatural existence, many gravitating to the strange and transient life of an adventurer. Such an awakened scarecrow is as likely to become a heroic folk legend as they are a spectre of ill fortune, becoming the inspiration for many a fireside tale.

Constructs Given Life

An awakened scarecrow’s appearance most often depends on the farmer who created it, though those that make it to their first century often begin experimenting with new styles of clothing and bodily augmentation. There are as many ways for an awakened scarecrow to come into being as there are members of their kind; Fey magic might saturate the ground bringing life and whimsy to all it touches, a witch’s curse may go awry to transform a Humanoid’s body but maintaining their autonomy, or even a child’s wish for a playmate might resonate with the spirits of the land to infuse it with life.

Lone Comrades

Awakened scarecrows are rare creations, and many choose to wander the world alone or in diverse company, refusing to be tied down to one spot of land ever again. When they do encounter others of their ilk, there is almost always an instinctual kinship and camaraderie that bridges nations and ideology, but rarely do they stay together for long.

Awakened Scarecrow Names

Occasionally an awakened scarecrow will use a name that its farmer gave it, such as Old Strawbones or Miss Watcher. Others choose new names based on what intrigues them most about the world they suddenly find themselves in; for instance a scarecrow fascinated with mortal cities might call themselves Cobblestreets, while one who delights in the company of others may call themselves Community.

Awakened Scarecrow Traits

Ability Score Increase. You may increase one ability score of your choice by 1, and another by 2. Alternatively, you may increase three ability scores of your choice by 1.

Age. As magical constructs, awakened scarecrows achieve full sentience immediately upon creation, and do not age, giving them an appropriate age range of a minute old to thousands of years. Many however, succumb to the ravages of the elements or vandalism before they achieve such ancient status.

Alignment. What is the stereotypical alignment for this species’ culture? There are outliers in any society, and you should feel free to play any alignment regardless of this suggestion.

Size. Scarecrows are built to stand tall over surrounding crops, usually between 6 and 8 feet. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Farmland Shambler. You ignore difficult terrain created by magical and nonmagical plants.

Constructed Nature. You are a Construct, rather than a Humanoid. You do not need to breathe, eat, drink, or sleep. To gain the benefits of a long rest, you must remain motionless for 8 hours, however you remain aware of your surroundings and may keep watch during that time.

Straw Body. Straw and dark magic are hardly ideal substances for crafting a body, but they do have some benefits. You are vulnerable to fire damage, and immune to poison damage and the poisoned condition. For every hour you spend submerged in water, you must make a DC 15 Constitution saving throw or suffer one level of exhaustion.

Regrowth. Healing spells which do not normally work on Constructs, such as cure wounds, may still affect you, however they only restore half as many hit points as normal. Additionally, as an action, you may spend a number of your own hit dice, up to your proficiency bonus, rolling them and regaining that many hit points.

Perfect Stillness. While you remain motionless, you are almost indistinguishable from a normal scarecrow. Other creatures have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to determine your true nature.

Scarecrow Type. You have additional features determined by your choice of Scarecrow Type from the options below.

Languages. You can speak, read, and write Common, and one other language you and your GM deem appropriate.

Design by Lexi Abbey | Made with GM Binder

Scarecrow Types

Your choice of Scarecrow type determines how you interact with the world, and what additional abilities you have.

Fearsome

Whether or not you choose to conduct yourself in such a manner, your presence invokes fear in all who look upon the grim spectre of your visage.

Frightening Countenance. You have proficiency in the Charisma (Intimidation) skill. At 3rd level, you learn the cause fear spell, which you may cast once without expending a spell slot or material components. From 5th level, you learn the phantasmal force spell, which you may cast once without expending a spell slot or material components. You may choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for spells you cast with this trait, and you regain the ability to cast them using this trait when you complete a long rest. If you gain the Spellcasting or Pact Magic features, you may also add these spells to your spell list(s) to cast them normally.

Friendly

Despite the farmer’s (or witch’s) best efforts, you possess more of a quirky friendliness than the scariness for which you are named.

Friend to Crows. You have proficiency in the Wisdom (Animal Handling) skill. At 3rd level, you learn the find familiar spell, which you may cast once without expending a spell slot or material components. From 5th level, you learn the flock of familiars spell, which you may cast once without expending a spell slot or material components. When you cast the spells using this trait, the familiar(s) you summon always take the form of a crow. You may choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for spells you cast with this trait, and you regain the ability to cast them using this trait when you complete a long rest. If you gain the Spellcasting or Pact Magic features, you may also add these spells to your spell list(s) to cast them normally.

Design by Lexi Abbey | Made with GM Binder
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.