Race of brightly coloured people with fish-fin like hair/appendages
They can dazzle/charm targets withtheir colours
Ideas:
Darkvision (maybe sees in brighter colours)
prof in performance or persuasion
Dance to do one of the following:
Dazzle: distract and give adv against
Charm: distract and charm
Confuse: distract and move in random direction
Feat to daze with dazzle
Maybe a subrace with color spray
Maybe a muted subrace that is almost the antithesis of the others (give allies buffs against charmed)
Fluff
Dazzler
Dazzlers are often brightly colored people with elaborate fin-like appendages emerging from their head and body. These bright colors, sparkles and wavy fins can be shaken in just the right way to produce kalediscopic and memerising performaces that entice creatures of all kinds, especially other dazzlers. In dazzler communities, such colors and dances are used in all manner of artistic expression, ceremonies and even mating rituals.
The origin of their appearance and performances is unknown. Some suggest it is simply a highly advanced form of the bright colors and dances found in nature. Others suggest it is a trait inherited from ancestors who made a deal with an archfey or celestial for beauty and grace. Yet another theory involve ancient illusionists altering the appearance of themselves and those around so often that the illusion magic itself seeped into their blood and their descendants inherited innate and perpetual illusions.
Not all dazzlers are so colorful however. Some, often known as muted dazzlers, may appear far more plain and desaturated. It is unknown why, but many are simply born that way, others occassionally become more muted through age. Such decoloration sometimes leads to ostracisation, digust or even pity in dazzler society. It also comes with steroetypes of lack of rythm or depression, though thise is not always the case and in case where it is, it may originate from ostracisation rather than any inherit defferences. Curiously, muted dazzlers are not only less able to provide hypnotising performances, they are more able to resist and see through them, even those of other creatures.
Traits
Dazzler
Ability Scores: Lineage
Size: Small or Medium
Speed: 30 ft.
Creature Type. Your creature type is celestial/fey.
Dazzler (Bright)
Darkvision. You have darkvision out to 60 feet. Unlike other forms of darkvision, you do not see greyscale but rather an array of bright colors. These colors do not nesscesarily reflect reality.
Sparkling Spectacle. You have proficiency in performance.
Razzle Dazzle. As an action, you can shake yourself or your fins in a dance like motion to distract and confuse a creature that beholds you. Choose a creature you can see within 30 feet that can see you. That creature must make a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Dexterity or Charisma modifier). On a fail, the creature is distracted by you for one minute. A creature can repeat the saving throw at the end of each of its turns, when you damage it, or when you end your turn where it can't see you, removing the condition on a success.
When you reach 3rd level, a distracted creature is also subject to one of the following effects of your choice for the same duration.
Charmed. The creature is charmed by you.
Confused. At the start of each of its turns, the creature moves 10 feet in a random direction. Roll a d6 for the direction; 1, north; 2, south; 3, east; 4, west; 5 or 6, towards you.
Dazzled. Attack rolls made against the creature have advantage.
Dazzled alt. Once per turn, the creature takes extra psychic damage when it is hit by an attack from a creature other than you. The extra damage equals your proficiency bonus.
You can use this trait a number of time equal to your Proficiency Bonus, and you regain all expend uses when you finish a long rest.
Dazzler (Muted)
Darkvision. You have darkvision out to 60 feet.
See through the spectacle. You have proficiency in insight.
Temper the Dazzle. You have advantage on saving throws against becoming charmed or distracted, frightened or taunted.
Additionally, when a creature you can see within 30 feet makes a saving throw against one of these conditions, you can use a reaction to give them advantage on the saving throw.
Feats
Innate Illusions
Prerequisite: Dazzler
When you cast an illusion spell of 1st-level or higher, you gain temporary hit points equal to twice the spell's level.
You learn the color spray spell and one cantrip of your choice from the enchantment or illusion school of magic. You can cast color spray without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
When you cast the color spray spell, you may increase the area to a 20-foot cone and increase the pool of hit points by an amount equal to your level.
Dancing Daze
Prerequisite: Dazzler (Bright), 4th-level
When a creature fails the initial saving throw against your Razzle Dazzle trait, it is dazed until the end of its next turn. Any movement as a result of the Confuse effect does not count as movement for the purpose of the Dazed condition and the creature may still choose to take an action or bonus action.
Flurry of Colors
Prerequisite: Dazzler (Bright)
When you make a weapon attack against a creature on your turn, you can use a bonus action to distract the target with a flashy and colorful display. You have advantage on the attack and deal an additional 1d6 damage on a hit.
Race of brightly coloured people with fish-fin like hair/appendages
They can dazzle/charm targets withtheir colours
Ideas:
Fluff
Dazzler
Dazzlers are often brightly colored people with elaborate fin-like appendages emerging from their head and body. These bright colors, sparkles and wavy fins can be shaken in just the right way to produce kalediscopic and memerising performaces that entice creatures of all kinds, especially other dazzlers. In dazzler communities, such colors and dances are used in all manner of artistic expression, ceremonies and even mating rituals.
The origin of their appearance and performances is unknown. Some suggest it is simply a highly advanced form of the bright colors and dances found in nature. Others suggest it is a trait inherited from ancestors who made a deal with an archfey or celestial for beauty and grace. Yet another theory involve ancient illusionists altering the appearance of themselves and those around so often that the illusion magic itself seeped into their blood and their descendants inherited innate and perpetual illusions.
Not all dazzlers are so colorful however. Some, often known as muted dazzlers, may appear far more plain and desaturated. It is unknown why, but many are simply born that way, others occassionally become more muted through age. Such decoloration sometimes leads to ostracisation, digust or even pity in dazzler society. It also comes with steroetypes of lack of rythm or depression, though thise is not always the case and in case where it is, it may originate from ostracisation rather than any inherit defferences. Curiously, muted dazzlers are not only less able to provide hypnotising performances, they are more able to resist and see through them, even those of other creatures.
Traits
Dazzler
Ability Scores:
Lineage
Size: Small or Medium Speed: 30 ft.Creature Type. Your creature type is
celestial/fey
.Dazzler (Bright)
Darkvision. You have darkvision out to 60 feet. Unlike other forms of darkvision, you do not see greyscale but rather an array of bright colors. These colors do not nesscesarily reflect reality.
Sparkling Spectacle. You have proficiency in performance.
Razzle Dazzle. As an action, you can shake yourself or your fins in a dance like motion to distract and confuse a creature that beholds you. Choose a creature you can see within 30 feet that can see you. That creature must make a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Dexterity or Charisma modifier). On a fail, the creature is distracted by you for one minute. A creature can repeat the saving throw at the end of each of its turns, when you damage it, or when you end your turn where it can't see you, removing the condition on a success. When you reach 3rd level, a distracted creature is also subject to one of the following effects of your choice for the same duration.
Roll a d6 for the direction; 1, north; 2, south; 3, east; 4, west; 5 or 6, towards you.
alt
. Once per turn, the creature takes extra psychic damage when it is hit by an attack from a creature other than you. The extra damage equals your proficiency bonus.You can use this trait a number of time equal to your Proficiency Bonus, and you regain all expend uses when you finish a long rest.
Dazzler (Muted)
Darkvision. You have darkvision out to 60 feet.
See through the spectacle. You have proficiency in insight.
Temper the Dazzle. You have advantage on saving throws against becoming charmed or distracted
, frightened or taunted
. Additionally, when a creature you can see within 30 feet makes a saving throw against one of these conditions, you can use a reaction to give them advantage on the saving throw.Feats
Innate Illusions
Prerequisite: Dazzler
When you cast an illusion spell of 1st-level or higher, you gain temporary hit points equal to twice the spell's level.
You learn the color spray spell and one cantrip of your choice from the enchantment or illusion school of magic. You can cast color spray without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
When you cast the color spray spell, you may increase the area to a 20-foot cone and increase the pool of hit points by an amount equal to your level.
Dancing Daze
Prerequisite: Dazzler (Bright), 4th-level
When a creature fails the initial saving throw against your Razzle Dazzle trait, it is dazed until the end of its next turn. Any movement as a result of the Confuse effect does not count as movement for the purpose of the Dazed condition and the creature may still choose to take an action or bonus action.
Flurry of Colors
Prerequisite: Dazzler (Bright)
When you make a weapon attack against a creature on your turn, you can use a bonus action to distract the target with a flashy and colorful display. You have advantage on the attack and deal an additional 1d6 damage on a hit.