I had seen there were a lot of subraces for Tieflings: Asmodeus, Variant, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, Zariel, with Feral and Winged that can be added towards most(?) of the others.
By comparison, there's just these Aasmir: Protector, Scourge, Fallen...DMG has "Variant Aasimar", while Monsters of the Multiverse removed subraces, but allows for a 3rd level transformation.
I worked on my own subrace, and also how it could be used as 3rd level transformation, so that people could pick either, and adapt it to their table, and would like some feedback.
Shadowfell Aasmir. Aasmir from the Shadowfell realm. They usually work with the Raven Queen, tasked with seeking memories, to help maintain her existence, or other tasks. Some have gone on to pursue their own fates. Many tend to be True Neutral, although many may lean towards lawful or chaotic neutral. Like many races, they can be of any alignment.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet. Flying speed of 30 feet. Cannot use their wings to fly in heavy armor. (Flying is variant, like the Winged Tiefling).
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. (While the other 3 Aasmir have light as a default cantrip, this list shows Tieflings have a few different cantrips, so wasn't sure if I should keep light, or make a 'hard rule' for one of the following, or go for a 'pick from Light and/or any of these at creation:' Chill Touch/Ray of Frost/Frostbite, Minor Illusion, Vicious Mockery, Mage Hand).
Celestial Legacy
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight. Mechanic: Choose one skill to gain proficiency in at 1st level.
Languages: You can speak, read, and write Common and Celestial, as well as one additional language of your choice.
Change appearance: As an action, you can alter your appearance, including your hair color, skin tone, and facial features. You cannot change your height by more than a few inches or your weight by more than a few pounds. You cannot change your gender. This transformation lasts until you choose to revert to your true form or use this feature again. (I didn't want to go all the way like a changling, but wanted a little bit more than Shifters or lycanthropes. They could shift to someone, and upon a casual look, could pass for them, but not for an intense inspection. Give something for campaigns with intrigue).
ASI Bonuses: Get a +2 to Charisma and +2 to Constitution. (Uniquely, a Mountain Dwarf gets +2str +2co, so I thought another +2, +2...and it's good to have a bonus to health, and other CON rolls).
OPTIONAL (some races, like the Gensai, get additional racial abilities at higher levels, so I thought to do so, with these):
Shadow Step (Level 5): At 5th level, you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness as a bonus action. Bright light, 30 feet. The number of times this can be done is equal to your proficiency bonus. You also get the resistance to all damage for a round when you use this ability. (This was inspired from the Shadar Kai's "Raven Queen's Blessing, being from the Shadowfell, themselves. If one is playing as them, instead of as a transformation, this could be moved to L3).
Shadowed Soul (Level 10):
At 10 level, as an action, touching or hitting an enemy with your melee weapon (won’t work with ranged), you siphon life from others to heal you. When hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until it ends, you can make the attack again on each of your turns as an action. Concentration, Up to 1 minute. Can be used again after a short or long rest. (Not sure to get at a sooner, or later level. Some class features can recharge on short/long rests, so have that option).
Appreciate your feedback on my "homebrew subrace."
You have given them multiple abilities that each are a "signature" ability of a different whole species.
Mountain Dwarf gets just the +2 Str/+2Con and no other subrace abilities. Shadowstep is the Shadar Kai's signature ability that defines their subrace from all other elves. Shadowed Soul is a buffed version of Vampiric Touch - a 3rd level spell which is technically more powerful than any other species gets (all other species are limited to 1st or 2nd level spells). Change Appearance is very close to "Alter Self" - a second level spell - as well as the Changeling signature abiity which is everything that species gets aside from a couple of skill proficiencies. Plus you have given them most of what a regular Aasimar gets plus you've given then an extra skill proficiency.
In general when you are designing Homebrew you need to take way something from the baseline of what you are making for everything you add. You've taken away 2 things: Relevation & Darkvision and you've added ~5 new things (is flight just a free extra as well?) hence it is massively OP.
If we take the basic Aasimar we have 6 features to play with / trade out:
Celestial Resistance - necrotic resistance is moderately useful but not universally applicable. Healing Hands - this is universally applicable, but very limited use and not super powerful. Light Bearer. - this is broadly applicable but non-combat and no more powerful than a common item (i.e. torch). Darkvision. - again broadly applicable but non-combat. Celestial Revelation - powerful in-combat feature that is balanced by its limited use.
Darkvision you could trade out for 1 skill proficiency as those are roughly the same in terms of power & usability.
Light Bearer cannot be traded for any other cantrip because it is less powerful than most other cantrips, so if you swap it for a more powerful cantrip like Vicious Mockery you need to weaken something else to compensate - perhaps remove Healing Hands as well since that doesn't feel thematic for the Shadowfell.
Flight is very powerful, if you want to add Flight you need to trade it for Celestial Revelation. Change appearance is very powerful (akin to unlimited Disguise Self) if you want to add that you need to trade out either Celestial Revelation or Celestial Resistance+one other feature. An extra +1 to an ability score is incredibly powerful, you'd need to swap out Celestial Revelation and one other feature for it.
So some balanced versions could be: -Celestial Revelation -Darkvision +Flight +1x Skill Proficiency of your choice (generic angel species) -Celestial Revelation -Darkvision -Celestial Resistance +Change appearance+Shadow Step (very assassin-y) -Celestial Revelation -Light Bearer +Shadow Step + 1xSkill Proficiency (shadowy/sneaky celestial) -Celestial Revelation -Healing Hands +2CHA&2CON (Divine herald)
I made this: (Flying is variant, like the Winged Tiefling). "The winged trait replaces the Infernal Legacy trait of standard tieflings." So, they could be winged, and not have Celestial Legacy OR not be winged, and maintain Celestial Legacy.
The linked list has these different Tieflings, with different cantrips. Thaumaturgy: Asmodeus, Baalzebul, Dispater, Zariel. Friends: Fierna. Minor Illusion. Ray of Frost: Levistus. Mage Hand: Mammon, Mephistopheles. Variant Tiefling (SCAG): Vicious Mockery.
Ray of Frost is a cantrip that is a more powerful than light (Thaumaturgy for Tieflings), a Tiefling "variant" has it, so some of the cold cantrips were listed, as options. The other cantrips are also used by other Tieflings, so since one of them are used by at least one tiefling, I don't see an issue giving it to a homebrewed Aasmir. The winged ones (Aasmir or Tiefling), which don't have their Legacy, would maybe be the only one to have VM...in both cases, the winged variant is a variant of the "main type."
I can nix the minor shapeshifting, Change appearance, the shadar kai inspired ability from L5, and the version of Vampiric Touch at L10.
Many races have, like a half elf, a +2, +1 to two other abilities. So, I was thinking +2 to 2 set abilities...or just use the +2 to one ability, and +1 to two other abilities.
Yea, ok, nix "proficiency in one skill of your choice."
I thought I put in the L3 Transformation, but apparently not.
Transformation Name: Umbral Shroud Features:
Shadowfell Descent Once per long rest, as an action, you can unleash the divine energy within yourself, causing your eyes to turn pitch black and shadowy wings to sprout from your back.
Dome of Darkness When you activate Shadowfell Descent, you create a 15-foot radius sphere of magical darkness centered on yourself. This darkness spreads around corners and moves with you, staying centered on you. The darkness lasts for 1 minute or until you end it as a bonus action. This magical darkness doesn't require concentration.
Umbral Vision Having spent your existence in the Shadowfell, with many of your kind having served with the Raven Queen for generations, you can see through both non-magical and magical darkness within 60 feet of you.
Many races have, like a half elf, a +2, +1 to two other abilities.
Again Half-elf gets very little else other than that +2/+1/+1. As that is their signature ability. Pretty much all species can be broken down into their signature ability, a secondary ability (usually somekind of defense) and a couple utility/flavour abilities. The signature ability is generally unique to that species, the secondary is usually shared with other species, and the flavour ones are pretty diverse.
Halfling - Luck is their signature, Brave is their secondary, Nimbleness and Stealthy are their utility/flavour abilities. Elf - Lineage is their signature, Fey Ancestry is their secondary, Keen Senses & Trance & Darkvision are their utility/flavour Dwarf - Toughness is their signature, Resilience is their secondary, Stone Cunning & Darkvision are their utility/flavour Human - Versatile is their signature, Resourceful is their secondary, Skillful is their utility/flavour Half Elf - +2/+1/+1 is their signature, Fey Ancestry is their secondary, Skill Versatility & Darkvision are their utility/flavour Tiefling - Infernal legacy is their signature, Hellish Resistance is their secondary, Darkvision is their utility/flavour
Aasimar - Revelation & Healing Hands is their signature [they have two since each are 1/LR], Resistence is their secondary, Light bearer & Darkvision are their utility/flavour.
So what do you want for you shadow aasimar?
Signature choices: Transformation (1/LR) + Healing Hands 1/LR OR +1/+1/+2 ASIs OR Flight Secondary choices: Celestial Resistance OR combat cantrip Utility/Flavour (choose 2): Darkvision, Light Bearer, Skill proficiencies
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Shadowfell Resistance. You have resistance to necrotic and cold damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest. (This is not part of the Celestial Legacy, but a standalone ability of Aasimar).
Shadow Bearer. You know the Ray of Frost cantrip. Charisma is your spellcasting ability for it.
Shadowed Legacy
You may choose one of the following:
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight. Mechanic: Choose one skill to gain proficiency in at 1st level.
OR
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Languages: You can speak, read, and write Common and Celestial, as well as one additional language of your choice.
ASI Bonuses: 2+ CHA, +1 to 2 abilities (sort of like a Half-Elf).
Winged Shadowfell (Variant):
Has feathery wings, with a flight speed of 30. Only armor can wear is light, while flying. Cannot wear medium/heavy and fly.
Remove Shadowfell Resistance (resistance to necrotic and cold damage)
Keep Healing Hands (it's a core aasimar trait)
Shadow Bearer. (As Winged Tieflings have vicious mockery, Winged Shadowfell keep Ray of Frost).
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight.
OR
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Much better, still on the high end of power but not obviously more powerful than every other species (except the Winged one, that's still kind obviously better than pretty much any other species with both +2/+1/+1 and Flight. Though I'm curious, why did you opt for the +2/+1/+1 ASI as their signature? I seems like the least flavourful or interesting of the options.
However for this:
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Why does it let you see in magical darkness? Being able to see in magical darkness is almost exclusively a Devid/Fiend trait, I don't think any Shadowfell denizen has that ability.
Much better, still on the high end of power but not obviously more powerful than every other species (except the Winged one, that's still kind obviously better than pretty much any other species with both +2/+1/+1 and Flight. Though I'm curious, why did you opt for the +2/+1/+1 ASI as their signature? I seems like the least flavourful or interesting of the options.
However for this:
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Why does it let you see in magical darkness? Being able to see in magical darkness is almost exclusively a Devid/Fiend trait, I don't think any Shadowfell denizen has that ability.
Since they are born to shadows, and have an innate feature to cast magical darkness, that's why. if you look at L3 ability, they cast magical darkness, which moves with them, 15 ft, for a minute. It would be hard to move in magical darkness, if the can't see. I don't like that devils or demons can (almost) exclusively see in magical darkness. With 2 "good" Aasmirs, and one "bad," I wanted a "chaotic good/neutral" sort.
That just means that any enemies that cast a spell to blind them, it won't be something that they're immune to.
It would either be +2CHA & +2CON, or +2CHA, +1, +1.
As for the winged variant, I'm sure some clever DMs can bring in NPC Warlocks as a1200ft Spellsniper. Maybe they'd team up with a Eldritch Gatling Gun build. ;)
Since they are born to shadows, and have an innate feature to cast magical darkness, that's why. if you look at L3 ability, they cast magical darkness, which moves with them, 15 ft, for a minute.
That as an entire subclass feature for Shadow Monk, it is not appropriate to give that to a species. You should never be giving subclass or class features as either background feats nor species abilities.
But I think this will be my last post I've explained multiple times how to make the species be balanced. You clearly don't want it to be balanced, you want it to be OP like so much other HB. So make whatever you want, if your DM lets you play it more power to you & your table.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I had seen there were a lot of subraces for Tieflings: Asmodeus, Variant, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, Zariel, with Feral and Winged that can be added towards most(?) of the others.
By comparison, there's just these Aasmir: Protector, Scourge, Fallen...DMG has "Variant Aasimar", while Monsters of the Multiverse removed subraces, but allows for a 3rd level transformation.
I worked on my own subrace, and also how it could be used as 3rd level transformation, so that people could pick either, and adapt it to their table, and would like some feedback.
Shadowfell Aasmir. Aasmir from the Shadowfell realm. They usually work with the Raven Queen, tasked with seeking memories, to help maintain her existence, or other tasks. Some have gone on to pursue their own fates. Many tend to be True Neutral, although many may lean towards lawful or chaotic neutral. Like many races, they can be of any alignment.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet. Flying speed of 30 feet. Cannot use their wings to fly in heavy armor. (Flying is variant, like the Winged Tiefling).
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. (While the other 3 Aasmir have light as a default cantrip, this list shows Tieflings have a few different cantrips, so wasn't sure if I should keep light, or make a 'hard rule' for one of the following, or go for a 'pick from Light and/or any of these at creation:' Chill Touch/Ray of Frost/Frostbite, Minor Illusion, Vicious Mockery, Mage Hand).
Celestial Legacy
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight.
Mechanic: Choose one skill to gain proficiency in at 1st level.
Languages: You can speak, read, and write Common and Celestial, as well as one additional language of your choice.
Change appearance: As an action, you can alter your appearance, including your hair color, skin tone, and facial features. You cannot change your height by more than a few inches or your weight by more than a few pounds. You cannot change your gender. This transformation lasts until you choose to revert to your true form or use this feature again. (I didn't want to go all the way like a changling, but wanted a little bit more than Shifters or lycanthropes. They could shift to someone, and upon a casual look, could pass for them, but not for an intense inspection. Give something for campaigns with intrigue).
ASI Bonuses: Get a +2 to Charisma and +2 to Constitution. (Uniquely, a Mountain Dwarf gets +2str +2co, so I thought another +2, +2...and it's good to have a bonus to health, and other CON rolls).
OPTIONAL (some races, like the Gensai, get additional racial abilities at higher levels, so I thought to do so, with these):
Shadow Step (Level 5): At 5th level, you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness as a bonus action. Bright light, 30 feet. The number of times this can be done is equal to your proficiency bonus. You also get the resistance to all damage for a round when you use this ability. (This was inspired from the Shadar Kai's "Raven Queen's Blessing, being from the Shadowfell, themselves. If one is playing as them, instead of as a transformation, this could be moved to L3).
Shadowed Soul (Level 10):
At 10 level, as an action, touching or hitting an enemy with your melee weapon (won’t work with ranged), you siphon life from others to heal you. When hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until it ends, you can make the attack again on each of your turns as an action. Concentration, Up to 1 minute. Can be used again after a short or long rest. (Not sure to get at a sooner, or later level. Some class features can recharge on short/long rests, so have that option).
Appreciate your feedback on my "homebrew subrace."
It is significantly OP.
You have given them multiple abilities that each are a "signature" ability of a different whole species.
Mountain Dwarf gets just the +2 Str/+2Con and no other subrace abilities. Shadowstep is the Shadar Kai's signature ability that defines their subrace from all other elves. Shadowed Soul is a buffed version of Vampiric Touch - a 3rd level spell which is technically more powerful than any other species gets (all other species are limited to 1st or 2nd level spells). Change Appearance is very close to "Alter Self" - a second level spell - as well as the Changeling signature abiity which is everything that species gets aside from a couple of skill proficiencies. Plus you have given them most of what a regular Aasimar gets plus you've given then an extra skill proficiency.
In general when you are designing Homebrew you need to take way something from the baseline of what you are making for everything you add. You've taken away 2 things: Relevation & Darkvision and you've added ~5 new things (is flight just a free extra as well?) hence it is massively OP.
If we take the basic Aasimar we have 6 features to play with / trade out:
Celestial Resistance - necrotic resistance is moderately useful but not universally applicable.
Healing Hands - this is universally applicable, but very limited use and not super powerful.
Light Bearer. - this is broadly applicable but non-combat and no more powerful than a common item (i.e. torch).
Darkvision. - again broadly applicable but non-combat.
Celestial Revelation - powerful in-combat feature that is balanced by its limited use.
Darkvision you could trade out for 1 skill proficiency as those are roughly the same in terms of power & usability.
Light Bearer cannot be traded for any other cantrip because it is less powerful than most other cantrips, so if you swap it for a more powerful cantrip like Vicious Mockery you need to weaken something else to compensate - perhaps remove Healing Hands as well since that doesn't feel thematic for the Shadowfell.
Flight is very powerful, if you want to add Flight you need to trade it for Celestial Revelation.
Change appearance is very powerful (akin to unlimited Disguise Self) if you want to add that you need to trade out either Celestial Revelation or Celestial Resistance+one other feature.
An extra +1 to an ability score is incredibly powerful, you'd need to swap out Celestial Revelation and one other feature for it.
So some balanced versions could be:
-Celestial Revelation -Darkvision +Flight +1x Skill Proficiency of your choice (generic angel species)
-Celestial Revelation -Darkvision -Celestial Resistance +Change appearance+Shadow Step (very assassin-y)
-Celestial Revelation -Light Bearer +Shadow Step + 1xSkill Proficiency (shadowy/sneaky celestial)
-Celestial Revelation -Healing Hands +2CHA&2CON (Divine herald)
I made this: (Flying is variant, like the Winged Tiefling). "The winged trait replaces the Infernal Legacy trait of standard tieflings." So, they could be winged, and not have Celestial Legacy OR not be winged, and maintain Celestial Legacy.
The linked list has these different Tieflings, with different cantrips. Thaumaturgy: Asmodeus, Baalzebul, Dispater, Zariel. Friends: Fierna. Minor Illusion. Ray of Frost: Levistus. Mage Hand: Mammon, Mephistopheles. Variant Tiefling (SCAG): Vicious Mockery.
Ray of Frost is a cantrip that is a more powerful than light (Thaumaturgy for Tieflings), a Tiefling "variant" has it, so some of the cold cantrips were listed, as options. The other cantrips are also used by other Tieflings, so since one of them are used by at least one tiefling, I don't see an issue giving it to a homebrewed Aasmir. The winged ones (Aasmir or Tiefling), which don't have their Legacy, would maybe be the only one to have VM...in both cases, the winged variant is a variant of the "main type."
I can nix the minor shapeshifting, Change appearance, the shadar kai inspired ability from L5, and the version of Vampiric Touch at L10.
Many races have, like a half elf, a +2, +1 to two other abilities. So, I was thinking +2 to 2 set abilities...or just use the +2 to one ability, and +1 to two other abilities.
Yea, ok, nix "proficiency in one skill of your choice."
I thought I put in the L3 Transformation, but apparently not.
Transformation Name: Umbral Shroud Features:
Once per long rest, as an action, you can unleash the divine energy within yourself, causing your eyes to turn pitch black and shadowy wings to sprout from your back.
When you activate Shadowfell Descent, you create a 15-foot radius sphere of magical darkness centered on yourself. This darkness spreads around corners and moves with you, staying centered on you. The darkness lasts for 1 minute or until you end it as a bonus action. This magical darkness doesn't require concentration.
Having spent your existence in the Shadowfell, with many of your kind having served with the Raven Queen for generations, you can see through both non-magical and magical darkness within 60 feet of you.
Again Half-elf gets very little else other than that +2/+1/+1. As that is their signature ability. Pretty much all species can be broken down into their signature ability, a secondary ability (usually somekind of defense) and a couple utility/flavour abilities. The signature ability is generally unique to that species, the secondary is usually shared with other species, and the flavour ones are pretty diverse.
Halfling - Luck is their signature, Brave is their secondary, Nimbleness and Stealthy are their utility/flavour abilities.
Elf - Lineage is their signature, Fey Ancestry is their secondary, Keen Senses & Trance & Darkvision are their utility/flavour
Dwarf - Toughness is their signature, Resilience is their secondary, Stone Cunning & Darkvision are their utility/flavour
Human - Versatile is their signature, Resourceful is their secondary, Skillful is their utility/flavour
Half Elf - +2/+1/+1 is their signature, Fey Ancestry is their secondary, Skill Versatility & Darkvision are their utility/flavour
Tiefling - Infernal legacy is their signature, Hellish Resistance is their secondary, Darkvision is their utility/flavour
Aasimar - Revelation & Healing Hands is their signature [they have two since each are 1/LR], Resistence is their secondary, Light bearer & Darkvision are their utility/flavour.
So what do you want for you shadow aasimar?
Signature choices: Transformation (1/LR) + Healing Hands 1/LR OR +1/+1/+2 ASIs OR Flight
Secondary choices: Celestial Resistance OR combat cantrip
Utility/Flavour (choose 2): Darkvision, Light Bearer, Skill proficiencies
Shadowfell Aasmir.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Shadowfell Resistance. You have resistance to necrotic and cold damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest. (This is not part of the Celestial Legacy, but a standalone ability of Aasimar).
Shadow Bearer. You know the Ray of Frost cantrip. Charisma is your spellcasting ability for it.
Shadowed Legacy
You may choose one of the following:
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight.
Mechanic: Choose one skill to gain proficiency in at 1st level.
OR
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Languages: You can speak, read, and write Common and Celestial, as well as one additional language of your choice.
ASI Bonuses: 2+ CHA, +1 to 2 abilities (sort of like a Half-Elf).
Winged Shadowfell (Variant):
Has feathery wings, with a flight speed of 30. Only armor can wear is light, while flying. Cannot wear medium/heavy and fly.
Remove Shadowfell Resistance (resistance to necrotic and cold damage)
Keep Healing Hands (it's a core aasimar trait)
Shadow Bearer. (As Winged Tieflings have vicious mockery, Winged Shadowfell keep Ray of Frost).
Feature: You have proficiency in one skill of your choice from the following: Stealth, Deception, or Insight.
OR
Umbral Vision: Having spent your existence in the Shadowfell, you can see through both non-magical and magical darkness within 60 feet of you.
Much better, still on the high end of power but not obviously more powerful than every other species (except the Winged one, that's still kind obviously better than pretty much any other species with both +2/+1/+1 and Flight. Though I'm curious, why did you opt for the +2/+1/+1 ASI as their signature? I seems like the least flavourful or interesting of the options.
However for this:
Why does it let you see in magical darkness? Being able to see in magical darkness is almost exclusively a Devid/Fiend trait, I don't think any Shadowfell denizen has that ability.
Since they are born to shadows, and have an innate feature to cast magical darkness, that's why. if you look at L3 ability, they cast magical darkness, which moves with them, 15 ft, for a minute. It would be hard to move in magical darkness, if the can't see. I don't like that devils or demons can (almost) exclusively see in magical darkness. With 2 "good" Aasmirs, and one "bad," I wanted a "chaotic good/neutral" sort.
That just means that any enemies that cast a spell to blind them, it won't be something that they're immune to.
It would either be +2CHA & +2CON, or +2CHA, +1, +1.
As for the winged variant, I'm sure some clever DMs can bring in NPC Warlocks as a1200ft Spellsniper. Maybe they'd team up with a Eldritch Gatling Gun build. ;)
That as an entire subclass feature for Shadow Monk, it is not appropriate to give that to a species. You should never be giving subclass or class features as either background feats nor species abilities.
But I think this will be my last post I've explained multiple times how to make the species be balanced. You clearly don't want it to be balanced, you want it to be OP like so much other HB. So make whatever you want, if your DM lets you play it more power to you & your table.