Regenerons appear to be humans in all their diversity, but they are considerably hardier. They are beings from a highly advanced civilization that have inserted themselves into the past to right what went wrong and protect the timestream from paradox.

Regenerons have two hearts, which enables them to filter out disease and poisons quickly. It also means they don’t need to eat or drink, and are capable of sealing up their lungs if need be. Regenerons don’t even need sleep thanks to their highly efficient circulatory systems, although they do need some form of rest. Most important of all is the fact that regeneron souls transcend death, regenerating new bodies when the old one dies.

Regenerons hail from a time traveling species that exceeds the scale of most sentient humanoids to comprehend. But to enable them to engage with beings further down the timestream, they have subjected themselves to a cycle of death and rebirth that ensures regenerons avoid paradox while at the same time, continues their quest to protect the timestream from paradox.

Unlike other species, regenerons do not see death as something to fear; rather, it is a learning opportunity. Regenerons who die come back looking completely different, even potentially returning as a different gender. Regenerons embrace this way of life (death?) and sometimes forget that lesser species are much less permanent.

Regeneron names are long because they include a regeneron’s first name, family name, and title. These titles are complex to outsiders and only other regeneron recognize them. Generally speaking, when engaging with other species, regenerons use their first name only (e.g., Chesmor, Damlid, Griyar, etc.). A regeneron’s name contains quite a bit of information about an individual; rogue regenerons are loathe to share their full names for fear of being identified by their peers.

Male names include Chesmorgiakevrintri, Dalmiduripantan, Griavreconagreldrumsi, Huklargetrogal, Kemdishoglugroldrulsrann, Mengokatrevretkh, Oskundiagruddelgrotkh, Sterbicezeglom, Stunsiandatrodri, Thessesopalluth, Udullugliggemravi, and Zartiforildraldrostrum.

Female names include Arkiaglupoqidronphen, Churiaraphrusvatros, Dugnahithomem, Egloielmathongia, Fismeadhentesveggo, Gludithadvorloss, Helphianedungem, Nundoglelmurlagith, Prisnilmovoglaphid, Sahnasrontiadarlahe, and Zoledvelmiddess.


  • Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
  • Age. Regenerons grow very slowly after reaching maturity, at the rate of one hundred humanoid years per one regeneron year.
  • Alignment. Regenerons believe in the ultimate good but, due to the perception of time, often go about it erratically. They tend towards chaotic good.
  • Darkvision. 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.
  • Knowledge from a Past Life. You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Languages. You can speak, read, and write Common and one other language of your choice.
  • Size. Your size is Medium. You are the average height and weight of a human.
  • Regeneron Nature. You regenerate with each death and your body is resistant to decay:
    • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
    • You have advantage on death saving throws.
    • You don’t need to eat, drink, or breathe.
    • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
    • You return 24 hours after death, reforming within 1 mile of the place of your death (GM’s option) with 1 hit point. If your equipment was destroyed, you don’t regain it.
    • Speed. Your base walking speed is 30 feet.
    • Time Sense. You can make a Wisdom (Perception) check to determine the exact time or otherwise sense if a timeline has been altered. This allows you to sense objects affected by time-altering effects, when you or others have been affected by chronomancy, or when major changes to the timeline occur that affect you directly.
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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