Homebrew Aberration Race Details

Aberration Traits

The power of the gods flows through your vains.

Speed

Their base walking speed is 30ft.

Ability Score Increase

Increase Constitution by 2 and Inteligence by 1.

Languages

You can read, write, and speak common, infernal and celestial.

Age

As a Aberration you are born from the battle of the gods, you do not age.

Alignment

Demonborn typically side with lawful and typically not good; as they understand law but not going out there way to help unless law dictates it.

Size

Demonborn typically range from a height of 6'0-6'4" and weigh anywhere from 145-180. Your size is medium.

Resistance of the gods

You have resistance to fire damage and radiant damage. In addition, you are immune to torture (with your time in the battle of the gods you've learned what pain is but nothing on the material plain comes close).

Flash Step

As an action you can use Flash Step to move to any onocupied space within your movement range. When you do you take 1D6 psychic damage. No attack of opportunity when you use this trait to move. This can only be used once per short or long rest.

Power of the gods

when you reach 5th level you can use your action to transform into Demonic form or Celestial form. You stay in this mode until you drop to 0 hitpoints or you when you use an action to transform back into human form. you can use this feature once per day. 

Demonic form:

when entering your demonic form, two large demon like wings emerge from your back and you grow two large horns on your head. You gain a flying speed equal to your base walking speed. You are immune to fire damage. You can use your horns as natural weapons they deal 1D4 piercing damage.

Demons sight

During the day your vision is normal and pupils are nonexistent, at night your eyes burn like hot coals. 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. Your vision also is based on thermal sense and can work in pitch black when tracking heat. Due to your glowing eyes at night, you are easier at being seen.

 

Demonic Possession

As an action you can possess any willing creature within 10ft, if the creature is unwilling they must make a DC 16 Charisma saving throw. On a success they are aware of a presence trying to possess them but not necessarily by whom; on a failure they are possessed for up to 1 hour or until their health reaches 0 (if combat ensures), upon which you are expelled from the body (health unaffected). when you use this feature you instantly drop to 0 hitpoints

Hellfire

You can use your action to exhale hellish fire. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one from the immense heat. The damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

 

 

 

Resting Hearth

When you rest near a fire, you need only to rest for 4hrs to get the benefits of an 8hr rest.

Cauterize

In place of healing potions, you use ash  and fire to heal. Healing potions instead deal damage to you.

Celestial form:

when entering your celestial form, two large angel like wings emerge from your back you gain a flying speed equal to your base walking speed. you are immune to radiant damage.

Celestials sight

During the day your vision is normal and pupils are nonexistent, at night your eyes are like white lights in the dark. 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. Your vision also is based on thermal sense and can work in pitch black when tracking heat. Due to your glowing eyes at night, you are easier at being seen.

Blessing of the gods

you can use your action to let the luck of the gods shine upon you or a creature you can see within 30 feet. that creature gains advantage on his/her next roll an can add your character level to that roll (max of +5). you can use this once per short or long rest.

Absorb light

you can use your action to absorb any light source you can see within 30 feet and you regain hit point equal to your level + your Constitution modifier (minimum of 1). you can use this feature once per long rest.

 

 

Aberration Traits

Increase Constitution by 2 and Inteligence by 1.