Homebrew Aasimar - Kerym Gisir (Sword Guardian) Species Details

Aasimar - Kerym Gisir

Overview

Aasimar - Kerym Gisir or the 'Sword Guardian' Aasimar, are a race created by the Deva, Kasthyr, to protect the celestial cage forever imprisoning the Infernal Demon, H’Kathchar.

H’Kathchar was once the scourge of the realm, pleasuring in the destruction of all life at the hands of his sentient sword, Xaraxis. After thousands of years of battle against the Demon armies, a Deva Knight, Kasthyr, battled him to a stalemate, disarming him and taking the sword, Xaraxis, prisoner. An unlikely bond developed between Kasthyr and Xaraxis, with Kasthyr convincing Xaraxis of the value of life and the pleasure that comes from the experience of free existence. Xaraxis vowed to join Kasthyr in vanquishing threats from the Demon armies to protect and experience the world. During their many adventures together, Xaraxis developed a taste for new and varied adventures, craving new experiences and knowledge of the world. They fought against H’Kathchar's destruction, saving many from his nefarious plans.

After years together, Kasthyr and Xaraxis learned of H’Kathchar's plan to destroy a remote village in the foothills made of humans, elven, and other refugees that had been saved from previously-destroyed settlements. During the ensuing battle, realizing they could not defeat H’Kathchar outright, Kasthyr and Xaraxis summoned a celestial cage, fortified by the combination of radiant and necrotic energies, to trap H’Kathchar forever. The plan worked, but at a great cost. Kasthyr and Xaraxis were trapped in the cage alongside H’Kathchar, sacrificing themselves to maintain the cage and prevent H’Kathchar from escaping and again wreaking havoc on the world. In addition, the cage constantly produces radiant and necrotic energy, imbuing local veins of iron and silver with strange properties which could eventually erupt and destroy the cage and everything within miles.

Xaraxis desperately misses experiencing the world, and Kasthyr feared that the sword would not adapt well to an eternity of solitude. To keep Xaraxis satisfied, and to siphon off the radiant and necrotic energy to maintain the cage, Kasthyr imbued the denizens of the village with Celestial and Infernal energies, tasking them, for generations, with the task of channeling the energy into new sentient weapons, offspring of Xaraxis, which experience the world in his stead. These sentient weapons, gifted with the all of the knowledge and experience of Xaraxis, bond with the souls of their wielders - champions selected by the Village Elders once per generation - joining them on adventurers and aiding them in their mandate to protect freedom and conquer evil. At the end of the lives of their champions, the swords return to the mouth of the mines from which they are forged, re-joining their progenitor and sharing their experiences with it (if found by someone outside of the Kerym Gisir, the swords compel them to return it to the mines).

You are a member of this Aasimar race, the Kerym Gisir (Sword Guardians), perhaps even a generational champion or one of the initiates who competed for, but was not selected for the honor and burden of wielding a sentient Xaraxis-spawned weapon. Your blended lineage of Human, Elf, and other races, combined with the Celestial and Infernal energies imbued by Kasthyr grant you various unique abilities.

 

Creating Your Character

Ability Score Increases

When determining your character’s ability scores, increase two scores by 1 each, or one score by 2. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common, Celestial and one other language that you and your DM agree is appropriate for the character. 

Creature Type

You are a humanoid.

Life Span

You mature at the same speed as humans, but live longer - 120 - 220 years, depending on the mix of other races in your bloodline.

Height and Weight

You are within the normal confines of small and medium humanoids, depending on the mix of other races in your bloodline..

Aasimar - Kerym Gisir (Sword Guardian) Traits

As an Aasimar - Kerym Gisir (Sword Guardian), you have the following racial traits.

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.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Darkvision

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. You discern colors in that darkness only as shades of gray.

Racial Bloodlines

You inherit a specific ability or feat based on the mix of races in your specific lineage.

Celestial Revelation

When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2022 6:01:06 PM
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