Homebrew
The ancient sands of Netheril in the Ejithuun region contain relics lost to time, unspeakable horrors, and a mummified race of humanoids called the Al'uthiin. The Al'uthiin's culture is built upon their ability to speak eloquently, and convince others to do what they wish. Those who prove themselves to be adequately articulate remain as Pure Al'uthiin, while those who prove socially inadequate are put through a ritual and turned into Seekers.
The Al'uthiin have a unique ability to, when a creature with a soul dies near them, see the embodiment of death arrive to take the soul (the appearance and personality of death depends on the deity that would retrieve the soul of the specific creature that died). In Al'uthiin culture, it is seen as their purpose to attempt to persuade death to let the soul return to the body, thus reviving the creature. Though, this gift comes with one flaw; the Al'uthiin are unable to use any spell that would heal a creature.
Al'uthiin are not born as normal races would be; instead, they seem to crawl out of the sand from an area next to Cidad, the capital city. These newborn are, in human terms, fully grown. Though, they seem to have no memory of crawling out of the sand, or anything before.
Al'uthiin Traits
As an al'uthiin, you have the following racial traits.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 1. You can't raise any of your scores above 20.
- Age. Al'uthiin live for exactly 357 years. As they age past their 257th year, their bandages rot and fall, exposing blackened, ancient and dried flesh.
- Alignment. Most al'uthiin are lawful, firmly holding their ordered beliefs and traditions. Though some hold neutral or, rarely, chaotic beliefs (typically seekers), as they believe these traditions are actively holding the al'uthiin back.
- Size. Al'uthiin stand between 5 and 6 feet tall and average about 70 to 100 pounds as a result of their emaciated forms. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. 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. You can't discern color in darkness, only shades of gray.
- Bandage Ward. As a mummified race, bandages cover your form. They are considered part of your body and cannot be removed by any non magical means. When you aren't wearing armor, your AC is 13 + your dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
- Bloodless. You are immune to poison and the poisoned condition.
- One with the Dunes. As a reaction to being hit by a melee attack you may roll a d10; reduce the incoming damage by that amount. Additionally, you may turn into sand and teleport 30 feet to an unoccupied space without provoking an opportunity attack. You may use this ability only once per long rest.
- Languages. You can speak, read, and write Common and one language of your choice.