Homebrew A.'nym Species Details

"It is unknown from where these strange people originated, they claim to be from another "solar system", it is unknown what they mean by this, what we do know, is that they are unlike anything from our plane or any known other."

-Excerpt from documentary "The Myriad Races of Our World".

 

The A'nym are a strange people, often confused for teiflings, due to physical similarity. Their name, "a'nym", is not actually theirs, and was given to them by people of our world, in an old tongue, it means " outsider". Among their own people, they refer to themselves as "Aster".

Physical Appearance

Similar to teiflings, a'nym posses horns, however, these are far more uniform: two curving crescents which extend upwards from their temples, meeting at a point. The biggest difference between the two races, is the eyes, across all a'nym, the eyes are crystal blue orbs, with vertical black slits for pupils. Infact, the eyes are how a'nym show emotion, rather than facial expression, for example, when surprised, the pupils widen, when angry, the eyes flare with blue light. Though they still utilize facial expression, it is something they must teach themselves, and often requires much practice. The skin of an a'nym is pale white, almost blue. Their fingers end in crystal claws, which are just as dexterous as normal hands. The ears are long and pointed, even more so than an elf. And hair color ranges from all the normal colors, to blue and green, to black as midnight.

 Foreigners

The a'nym face much prejudice, both do to being mistaken for tieflings, and due to their status as foreigners to this world. They are commonly banned from towns and cities, most commonly because of the locals fear of their appearance and abilities.

Diverse 

There is no one way to describe the a'nym beyond their physical appearance, in terms of personality and morals, they are nearly as diverse as humans. However, all a'nym share a common desire to return to their world, where they claim to rule empires spanning multiple planets, with technology far beyond our dreams.

A Strange Power

A'nym possess a power unlike any as seen before, the ability to command a strange energy they call aura. An aura is the energy present in all living beings, when an a'nym slays a foe, they are able to steal this energy and use it for a variety of purposes, as detailed in your racial traits.

Come. See. Conquer.

To an A'nym, battle calls. Energy sings through their blood, they live for the thrill of battle. on their homeworld, they conquered multiple planets in pursuit of this thrill.

A.'nym Traits

A'nym share certain traits.

Ability Score Increase

Your Wisdom score increases by 2, your Charisma decreases by 1, and you may choose an ability score that is not Wisdom or Charisma to increase by 1.

Age

There have been no recorded cases of an a'nym dyeing of old age, however, they typically go insane and die by some other means before 2500, with the oldest recorded (sane)a'nym reaching 3,253 years of age.

Size

A'nym range from just under 5 to over 6 feet tall without counting horns, which average around 10 inches. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Aura Enchantment

You may use an action to claim the aura of a slain foe that died within the last hour. You may hold up to your level x2 auras at once. A minimum of one aura may be expended to enchant an item. When enchanting a weapon, you may choose one type from the creature whose aura is used, on succeeding a dc 15 Dexterity check, the weapon now has advantage on attacks against that type of creature, with every additional identical aura used adding 1d4 damage to attacks. When enchanting a non weapon, choose an effect, if your DM agrees that the effect fits with the creature the aura was taken from, make a dc 16 Dexterity check, on a success, the item gains the chosen effect.

Keen Senses

You have proficiency in the Perception skill.

Aura Strike

You may use an action to break the aura(s) of a creature(s). You may target up to (your level divided by 2) creatures at once, a minimum of one. A target must make a dc 15 Constitution save, on a failed save, the target takes 25% of its current health in psychic damage, on a success, takes 5% instead. A target affected by this cannot have their aura claimed, regardless of if it fails the save.

Languages

You can speak, read, and write Common. 

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