Ruinbound

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The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound Mutations table for ideas, or create your own. These secondary mutations are disturbing, but they don't change the rules of how that character is played or grant mechanical benefits. For example, even if a Ruinbound seems to have no eyes, their vision uncannily works as well as any other member of their species, though it defies logic.
Aside from their mutations, Ruinbound share the appearance of their parent species. The Mror Holds have seen a surge of Ruinbound births since the War Below began, and there have always been Ruinbound orcs and humans in the Shadow Marches. Even in these places, however, the Ruinbound are rare and remarkable, and generally don't pass their traits on to their offspring.
When making a Ruinbound character, work with your DM to determine the appearance of your Personal Symbiont. It is organic and clearly alien, and when you cast a cantrip with this trait, it should be obvious that the symbiont is the source. A symbiont that casts Mage Hand could be a thin tentacle or an ectoplasmic insect that emerges from your body and performs the action. An eyestalk protruding from your shoulder could grant you Guidance as it studies the situation and telepathically advises you—or it might blast your enemies with a Mind Sliver.

Ruinbound Mutations
1d8Mutation
1Unnatural Hair. Is your hair an unusual color? Ectoplasmic in nature? Does it move of its own accord?
2Unusual Skin. Is your skin transparent? Slick? An unnatural color?
3Aberrant Eyes. Are your eyes luminous? Invisible? Do they resemble the eyes of an animal, or are they seemingly absent?
4Strange Appetites. Do you prefer your food charred? Do you eat flowers, or can you only eat living things?
5Living Tattoos. You appear to have exotic tattoos across your body. They slowly and constantly change, and you have no control over the design. Do they show images or words, or are they incomprehensible?
6Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly young no matter your age? As you grow older, do you look younger?
7Inexplicable Hearing. You have no visible ears, yet you can hear clearly. Does sound feel different to you? How do you experience it?
8Extra Joints. You have one or more extra joints. Is it just an unusual joint in your fingers, or can you bend your entire leg backward?

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

Creature Type: Humanoid

Ruinbound Traits

Darkvision

You have Darkvision with a range of 120 feet.

Personal Symbiont

You are bound to an alien entity that is part of your body and can't be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf. Choose a cantrip from the following list: Acid Splash, Guidance (self only), Light, Mage Hand, Mind Sliver, Poison Spray, Resistance (self only), Shocking Grasp, Thorn Whip. You can switch to a different cantrip from this list whenever you finish a Long Rest.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).

Symbiont Mastery

You can attune to one magic item that has the Symbiotic Nature property without it counting toward the maximum number of magic items you can attune to. In addition, whenever you finish a Long Rest, you can end your Attunement to a magic item that has the Symbiotic Nature property. When doing so, you can ignore any restrictions that require you to be targeted by a Remove Curse spell or similar magic before the symbiont can be removed.

Unnatural Resilience

You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.