Homebrew Aasiming Race Details
When the dark cambion and when the brilliant angels mate, one of two things happen. The child doesn't survive, and the mother usually meets the same fate, or an aasiming is born. An aasiming is humanoid with small stubs of horns just under an inch long just below their hairlines. Their hair tends to have either red and blond hair, brown and gray, or black and white. This is because of the opposing powers within, that coexist harmoniously most of the time. With one being carrying both demonic and angelic magic, aasiming don't always stick to one personality, sometimes having even three or four. Despite that, their ideals and goals don't change, just the mind of the executor. Depending on how the specific aasiming was raised usually determines whether he or she is more synchronized with his/her angelic or demonic side. The traits for both are listed below.
Aasiming Traits
Due to its conflicting heritage, your aasiming character has a score of either angelic or demonic abilities at hand.Ability Score Increase
Your Charisma score increases by 2.
Age
Aasiming mature at the same rate of humans, but tend to live just under 200 years.
Alignment
Aasiming, depending on how they were raised, can be anywhere from an angelic lawful good to a demonic chaotic evil. However, most drift towards the middle, lawful or chaotic neutral.
Size
Aasiming stand between 5 and 7 feet tall, and have larger, more muscular builds. They tend to weigh around 200 to 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Due to their demonic ancestry, aasiming can see in the dim light up to 120 feet as if it were bright light and dark light as if it were dim. In darkness, aasiming cannot discern color, only shades of gray.
Light Amidst The Darkness
You know the Light cantrip. When you reach 3rd level, you can cast the spell Spare the Dying once every long rest. When you reach 5th level, you can cast Darkness once every long rest.
Horn, Tooth, and Claw
Aasiming are not born with horns, fangs, or claws but their physical weapons do grow in once they reach maturity. You can make an unarmed strike with them using a 1d4 to piercing/slashing damage.
Angelic Aasiming
Raised by the benevolent angels, angelic aasiming are usually quite goodhearted. They possess innate abilities of both angelic and abjuration magic, and when called upon their skin glows with archaic symbols written in the language of Celestial that tells the story of their life. One can usually tell when an angelic aasiming is more or less adventurous or experienced due to the amount of symbols on their exterior, when summoned of course. Additionally, the more symbols one has obtained, the brighter the translucent halo adorning their head becomes.
Shepherd of Faith
Starting at 2nd level, angelic aasiming can replace the hit points of everyone they choose within a 10 foot radius by half their current level (rounded down). The radius increases to 15 feet at 10th level and 20 feet at 15th level. Once you use this trait you can't use it again until you finish a long rest.
Celestial Resistance
You have resistance to necrotic and radiant damage.
Ability Score Increase
Your Constitution score increases by 1.
Guardian Angel
Starting at 6th level, once every short or long rest, you can choose one creature to protect with your magic. A symbol from your body is transported to their own for ten minutes (the luminescence of your halo doesn't lessen) and works as the the spell Shield of Faith, with no components.
Demonic Aasiming
Demonic aasiming where typically raised by their cambion parents. They lean towards destruction over preservation and like to live more an the edge. When their power is called upon, they adopt strange tattoos of curvy lines tracing all along their bodies. Additionally, they form shadows draping their horns, making them appear as large as an average tiefling's.
Sharper Horn, Tooth, And Claw
Your unarmed attacks using your horns, fangs and claws is increased to a 1d6 die, dealing piercing/slashing damage.
Angel Of Death
Starting at 2nd level, you can add necrotic damage equal to half your current level (rounded down) to any melee attack. Once you use this trait you cannot use it again until you finish a long rest.
Ability Score Increase
Your Strength score increases by 1.
Shadow Step
Starting at 6th level, a demonic aasiming can teleport up to 60 feet through dim light or darkness, provided that their destination's light is also dampened and nothing is blocking their exit. If you already have this feature, increase the range by 30 feet. You can use this feature once per long rest.
Comments
How does one go about adding homebrew content? Because this is really good and I would like to use it.
I'm so honored that you like my work, and I'm all for sharing ideas and whatnot, it's just that I have no idea how one adds to homebrew content. Sorry, and thank you
Yo this is awesome Do you know how much work I would have had to do to get a decent demonic race?
ive always looked for a demonic race for my party (im a dm) and im astounded by how good this race is keep up the good work
As written, Shepard of Faith can replace the current HP of Enemies to Half the Characters Level. This could easily be fixed by making it only being able to be applied to willing creatures. Other than that, this reads really cool!