
Prerequisite: Requires being an Aasimar.
By some twist of fate, the Angel blood coursing through your veins has resulted in an accelerated mutation resulting in the presence of wings as a permanent and very visible feature. Like Angels and Devils, the wings are able to be retracted into themselves as well as being unfurled at will.
Because of this mutation, creatures have difficulty distinguishing you from an Angel.
When the Aasimar's wings are extended, they can use the them to help dodge attacks and use them to add force to a physical attack if there is enough room.
Because they can operate in this way, they add +2 to AC, and add an additional +2 on damage on melee weapons and punch.
Your wings have the following capabilities:
- Stun with fear. You can extend your wings as an action. Low-intelligence characters (less than 11 intelligence) have to perform an INTELLIGENCE save, or be stunned with fear for 2 rounds, and be at disadvantage for 5 rounds.
(Reminder: Stunned creatures can't move, can't speak much at all, auto-fail DEX and STR saving throws, and automatically give attackers advantage. Any stunned creature gets another INT saving throw at the end of its turn. Since INT saves are consistently the weakest save on average, you can often expect enemies to remain stunned for 2 rounds.) - Fly. Flying speed equals 45ft. You can carry up to three characters more than 30 minutes, before needing a rest. Unlike Angels, however, these wings cannot be used for dimensional travel between heaven, hell, and earth.
- Shield two creatures. These wings can be used to shield themselves and up to two others from incoming damage, such as arrows, bolts, small bullets, high-caliber bullets, toxic gas, poison gas, explosions, fire, bombs, etc.
- Additional damage. These wings have up to 1d12 indestructible, large and incredibly sharp claws on the end of the right and left sides of their wings. These claws can be used for stabbing, clawing, tearing, ripping, or slashing for defensive or offensive means, and their claws are so strong that they can slash, tear and cut through any object, being or substance, dealing an additional 1d6 damage per claw.

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