Homebrew Avatar of the Psyche Species Details

Perplexing Personification

Whether you be Aasimar or Aarakocra, Half Elf or Halfling, Orc or Owlin, you were struck with a rare mental collapse which left you immobile for weeks that very few people have recovered from. When you were lucky enough to awaken, you found that your appearance changed drastically. You were told by your flabbergasted doctor that you have transformed into an "Avatar of the Psyche" which meant you are now the purest concentration of your personality and your appearance reflects this. You now have newfound powers that not even the most astute wizards and professors can explain (these powers vary from person to person).

Subliminal Safeguard

Soon after you awoke you were presented with an array of extraordinary, fantastical weapons for you to choose from, once you picked one, the others vanished. These weapons reflect your heart in some way or another, whether it be because you are trained with that weapon and have many memories using it, whether it be something you've always wanted to wield but never had the chance to or because you never wanted a weapon and the one you were given had a strange ability to install peace. With all these reasons for what weapon you get, there is no predicting the twist it will have. All weapons gifted to Avatars have an eccentric quirk that not even the wielder could predict. These "quirks" range anywhere from dividing the weapon you're wielding into two, to playing magic music, to changing shape into surprisingly deadly objects. The sky is the limit when it comes to these weapons and no two Avatar's weapons are alike

 

Avatar of the Psyche Traits

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Ability Score Increase

You choose an ability score to increase by 3. This score does not affect score caps. In other words the cap for your chosen score goes up to 23.

Age

Avatars of the Psyche's lifespan and maturity age are the same as race they were before they transformed

Size

Your size is whatever the size of your origin race is

Speed

Your walking speed is 35. If you picked Essence of Deftness it is 45. Your flying speed is 5 (it's really just to hover)

Master of Mental Martiality

You gain proficiency in all Homebrew weapons who's description starts with either "Holding this fills you with euphoria" or "Holding this fills you with dysphoria"

Starting Species

You weren't always an Avatar, you were once a normal person who belonged to a normal race. This race is still a part of you even in your new state. It is encoded into your soul and nothing can remove it. Because of this, you can choose an origin race and pick 2 traits from that origin race to carry over into your new Avatar form, preferably the ones that fit your character the most as it is meant to be the defining racial trait of your character before they metamorphosed.

Apotheosis of your Anima

You have become the epitome of your personality in physical form. Pick one of the following traits that best suit your character.

Essence of Bravery: Your sheer courage is a weapon in and of itself. You are able to boost your passion for justice and put it to use on the battlefield. For the first action you take on every enemy you fight (they can be consecutive) you gain an additional d6 to roll on any roll/check involving combat e.g grapple, ac check, attack damage. The dice increases to 1d8 at lvl 5, 2d6 at lvl 9, 2d8 and +1 to strength at lvl 14, 1d12 at lvl 17 and 1d20 and +2 to strength at lvl 20.

Essence of Hope: You are a beacon of sanguineness for all of your allies and even bystanders, filling all of those on your side with absolute certainty For the first three turns of combat, all of your allies with in 30 feet gain +1 to AC (this includes you). This increases to +2 to AC at lvl9 and +3 to AC at lvl 17.

Essence of Affection: Your compassion for those you love shines through your very soul as a lustrous, healing light As a bonus action, you can heal an ally 1d6 HP to one of your allies. The dice increases to d8 at lvl 5, 2d6 at lvl 9, 2d8 at lvl 14, 1d12 at lvl 17 and 1d20 at lvl 20.

Essence of Deftness: Your guile and craftiness is unmatched. You can screw over your friends and maybe not get caught. They’ll never see it coming. Whenever you roll a 1,2 or 3 on an ability check or saving throw, once per long rest, you can roll again and take the higher result. This increases to twice per long rest at lvl7 and twice per short rest at lvl 16 and thrice per short rest at lvl 20 You gain proficiency in Stealth and Persuasion. If you already have proficiency in Persuasion then you gain expertise.

Essence of Showmanship: By being a radiant concentration of pure awesomeness, you can inspire and inspirit your allies by pulling off mad stunts on your enemies and making them look like clowns in the process. Anytime (in combat) when you roll a 17 or higher on an ability check, saving throw or max damage on (at least one) damage roll, you can choose one ally within 10 feet to roll an extra d4 on their next roll. this increases to 2d4 at lvl10 and flat out inspiration at lvl20. You gain proficiency in Performance but if you already have proficiency in it then you gain expertise.

 

 

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