Homebrew Fey Aasimar Species Details
While most Aasimar come from a celestial origin; these Aasimar are mortals whose souls are touched by the Feywild, either through their heritage or a blessing. They can nurture that magic as they grow, bringing forth a dormant ability which echoes the traits of the fey court from which their power originates.
As a meeting of mortal and fey life, Fey Aasimar's lifespan is typically around 350 years. While they can take physical features from both their parents, they often having unusual quirks that hint at their fey connection. These hints at their heritage often begin subtly or lie dormant for some time, and become more prominent or show when the aasimar gains the ability to reveal their full fey nature. The Aasimar Fey Features table has examples you can choose or use as inspiration to create your own.
Fey Aasimar Features
| d6 | Fey Feature |
|---|---|
| 1 | You are unusually cold or warm to touch |
| 2 | Instead of sweat, you produce a plant product such as nectar, tree sap, or a type of oil |
| 3 | A faint seasonal smell surrounds you, e.g. fresh grass, warm spices, rainfall etc |
| 4 | Your irises are not a solid colour but instead change to constantly mirror the sky in your current plane of existence |
| 5 | You have a birthmark of a distinct symbol which reflects your fey heritage or blessing |
| 6 | Your dormant instinct for flight causes you to often hover an inch above the ground |
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. 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 and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Fey Aasimar Traits
As an aasimar, 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.
Fey Resistance
Like all those with fey ancestry, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
You gain a second feature at Level 3 after discovering your Fey Revelation:
Spring Stalwart: You've adapted a particularly healthy constitution thanks to your affinity for new life and renewal, and take less notice of toxins and poisons.
Summer Sturdiness: You're a little ray of sunshine, and your pure spirit is familiar with radiant light, taking less damage when it is used against you.
Autumn Aura: You thrive as the things around you start to wither, you know the dead aren't something to be scared of, and brush aside some of the necrotic damage thrown your way.
Winter Wellbeing: Your own icy touch means you never have to wrap up warm to fend off the chill in the air, and you just don't seem to feel the cold like others do.
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.
Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Fairy Lights
You know the dancing lights cantrip. It does not require concentration for you and can be cast as a bonus action instead of an action, but otherwise acts as normal.
Fey Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the fey 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. The amount of uses increases every 3rd level:
Spring's Bloom: Fairy wings made from flower petals sprout from your back temporarily, and until the transformation ends, you have a flying speed equal to your walking speed. As you transform, new life of buds, blossoms and grass springs up on the terrain around you in a 20-foot radius, granting temporary hit points equal to your proficiency bonus + your constitution modifier, to a number of creatures of your choosing equal to 1 + your proficiency bonus who are within the affected area. Until the transformation ends, once on each of your turns, you can heal one target within 5 feet of you with a number of hit points equal to your proficiency bonus.
Summer's Glow: Fairy wings of pure golden sunlight sprout from your back temporarily, and until the transformation ends, you have a flying speed equal to your walking speed. For the duration, you shed bright sunlight 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 from the superb glow around you. Until the transformation ends, once on each of your turns, you can deal extra radiant damage (equal to your proficiency bonus) to one target when you deal damage to it with an attack or a spell.
Autumn's Harvest: Fairy wings delicately resembling the skeletal veins of a leaf sprout from your back temporarily, and until the transformation ends, you have a flying speed equal to your walking speed. Your eyes briefly become pools of darkness, and creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw as you transform (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 (equal to your proficiency bonus) to one target when you deal damage to it with an attack or a spell, and you gain that extra necrotic damage back in hit points.
Winter's Chill: Fairy wings made from thin sheets of glittering ice sprout from your back temporarily, and until the transformation ends, you have a flying speed equal to your walking speed. Tiny icicles dart from your body as you transform, and any creature within 10 feet of you must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take cold damage equal to your proficiency bonus plus your dexterity modifier. Until the transformation ends, once on each of your turns, you can deal extra cold damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. Additionally, any creature that hits you with a melee attack within 5 feet of you while you are transformed takes cold damage equal to your proficiency bonus, as they are bitten by the sheen of frost across your skin.
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