Homebrew Atlantean Species Details

I am star, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the star Mauai, and I am a child of that union. Mauai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Mauai will survive — and as long as she lives, she will fight D’arc.

 

Atlantean Traits

Your star character has the following traits.

Proficiencies

Choose two languages 

Natural Athlete

You have proficiency in the Athletics skill.

 

Mountain Born

You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

 

Stone’s Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Flyte

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Mask of the Wild

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

Slip Into Shadow

You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest.

 

Child of the Sea.

You have a swimming speed of 30 feet, and you can breathe air and water.

Labyrinth Recall

You can perfectly recall any path you have traveled. You gain proficiency with navigator’s tools. 

Sneaky and Smart While in the Dark.

You have advantage on Dexterity (Stealth) checks to hide and Wisdom (Perception) checks that rely on sight, within range of your darkvision, while in dark or dim lit areas. You have proficiency in the stealth and perception skills.

Speech of Beast and Leaf

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, you have the special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Baator's Fire

You can control the fires of Hell and can summon it as a spell that takes a form of your choice.

 

Wolf Speak.

You can communicate with dire wolves and normal wolves.

 

Life Drain

When you kill a humanoid, you can choose to have it rise 24 hours later as a zombie under your control, unless it is restored to life or its body is destroyed ( up to ten at a time). The zombie has the statistics of the Zombie (Monster Manual pg. 316), except its hp value is instead equal to three times your level.

Forged for War

  • As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor (this plating is considered heavy armor). Because of this trait, your Warforged body can be enchanted as armor.

Future Sight

Hylians can possess the power to see the future at times. Roll a d6. If 1-3 This gives them an advantage with every saving throw. If 4-6 this does nothing.

Wrappings of Death

Your hands and wraps rot those they touch. When you make unarmed attacks against creatures with them, you deal necrotic damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed attack. 

Severed from Dreams

Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.

Ability Score Increase

Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.

Age

 Atlanteans live forever, so you could be any age and still look as old as you want to be.

Alignment

The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.

Size

Your size is gargantuan

Speed

Your base walking speed is 300 feet.

Dual Mind

When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur.

Mental Discipline

You have resistance to psychic damage.

Mind Link

You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.

Psychic Glamour

Choose one of the following skills: InsightIntimidationPerformance, or Persuasion. You have advantage on all ability checks you make with that skill.

Languages

You can speak, read, and write Common, Quori, celestial, and three other language of your choice.

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