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Cyclopian

The cyclopians have only one eye but can see more than those with two.

The descendants of cyclops, cyclopians have latent prophetic powers. Although nowhere as large as their cyclops cousins, cyclopians have utilized their tall physique and divination powers to build long-lasting civilizations.

Vision of the Future

Legends say that the first oracle was a cyclops who gave up their eye in order to see the future. The descendants of this cyclops eventually became the cyclopians, and they’ve retained traces of this prophetic vision.

Cyclopians believe that they actually possess two eyes: the one that is visible and perceives the physical world, and an inner eye that perceives worlds beyond.

Divination Culture

Cyclopians value divination magic and often structure their lives around prophecies. Duty-bound leaders will take action to foster positive divinations and avoid bad ones, while corrupt cyclopians will create false or misleading prophecies to serve their selfish interests.

Most cyclopian towns have laws that allow a person to be arrested for crimes they have not yet committed, but that prophetic vision says they will. These arrests have lighter penalties than ones actually committed, but can be surprising for visitors unfamiliar with cyclopian laws.

Tested Oracle

A cyclopian with prophetic powers is tested to determine the accuracy of their predictions. Those that achieve an accuracy of over 90% on their prophecies are given the title of Oracle. Oracles find themselves in high demand from both legitimate and criminal organizations.

Cyclopian Traits

You gain the following abilities as a cyclopian.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Cyclopians live slightly longer than humans.
  • Size. Cyclopians are tall, on average between 6 and 7 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Giant.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • See the Future. When you finish a short or long rest, roll a d20. As a reaction, you can substitute the number you rolled for an attack roll, saving throw, or ability check for yourself or another creature within 60 feet. You can use this ability after rolling the d20 but before finding out whether it succeeds or fails. You can’t use this ability again until you finish a short or long rest.
  • Oracle’s Vision. You have blindsight with a radius of 30 feet.
  • Flash of the Future. As a reaction when you are hit by an attack, you gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Oracle Magic (Magic). You know the guidance cantrip. When you reach 3rd level, you can cast the identify spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the augury spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Wisdom is your spellcasting ability for these spells.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • Borrowed Luck. You get a brief insight into the future, but it costs you. You gain a luck die, which is a d4. Whenever you make an attack roll, saving throw, or ability check, you can roll your luck die and add the result to your total. You then give the luck die to the GM. You can’t use your luck die while the GM has it. At any point, the GM can roll the luck die when you make an attack roll, saving throw, or ability check and subtract the number from your total. The GM then returns the die to you. After a long rest, you take your luck die back if you didn’t have it.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Pierce the Mask. You have advantage on Wisdom (Insight) checks to determine a creature’s true motives.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Read People. You have proficiency in the Insight skill.
  • See Without Eyes. You are immune to the blinded condition.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez