Homebrew Aetherborn Species Details
In the infinite cosmos and wide-spanning astral sea, strange evolutions and interactions can occur. Aetherborn are one of these strange machinations of the Weave, clouds of particulate stardust whose static energy may closely resemble the synapses of a brain. These sentient clouds of spacedust drift in the Astral Sea, absorbing knowledge as they peer into the other realms the Sea overlaps, occasionally stumbling through onto the Material Plane. Being outside their natural habitat is quite dangerous and deadly, so the Aetherborn have taken scraps from lost ships in the Astral Sea and made themselves Containment Suits for which to explore the world at large.
Aetherborn exist as sentient clouds of spacedust that quickly dissipates in any environment outside of the Astral Sea, requiring them to use Containment Suits to travel on other planes. These containment suits are decorated with different baubles and aesthetics to tell Aetherborn apart. These suits are usually 6 ft tall and weigh about 100 pounds, with most of the weight being in the boots. Aetherborn control their suits through neural impulses, and any damage to their suit is relayed in harmful feedback to the Aetherborn. A destroyed suit risks venting the Aetherborn into the surrounding atmosphere and dissapating into nothingness.
Aetherborn Traits
You have the following racial traits:Ability Score Increase
Your Intelligence Score increase by 1.
Languages
You can speak, read, and write Common and Primordial.
Creature Type
You are an aberration.
Size
You are Medium
Speed
Your walking speed is 25 ft.
Age
Being made of the very stars themselves, Aetherborn don't age like other creatures. Aetherborn are effectively immortal, and can live for thousands of centuries.
Aetherian Containment Suit
You start with a Aetherian Containment Suit in addition to any equipment you gain from your class and background. A Aetherian Containment Suit is a biomechanical shell that reacts to your mental impulses. It allows you to travel outside of the Astral Sea to experience wild space, the material world, and other non-ether based planes.
For all intents and purposes, your suit is your physical form outside of the Astral Sea and acts as a representation of your physical health; when your suit takes a hit, it translates the damage into damage to your gaseous form, and you take a hit. If the suit is destroyed or heavily damaged (your hit points drop to 0), you risk dissipating (see the Aetherborn "Gaseous Form" trait).
Your containment suits provide an AC of 11 + your Dexterity bonus. If you are proficient with light armor, you may also add your proficiency bonus to your AC while wearing only your containment suit.
You can wear armor over your containment suit. However, you can use your containment suit to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you are wearing only your containment suit.
You may attune to magical items that require being worn, but the attunement process requires a long rest, as you take extensive care in integrating the magical item into your Aetherian Containment Suit. Once attuned and integrated in this way, the magical item cannot leave your possession without destroying your suit or unless powerful magics such as wish are cast to remove the item from your possession. It takes one long rest to swap a previously attuned magical item with a new item.
Aetherian Gaseous Form
As a non-carbon, gaseous lifeform, you gain a number of unique benefits:
- You are immune to disease and poison.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of sleep.
With careful preparation, you can leave your Aetherian Containment Suit. If you willingly exit your containment suit and you are not in the Astral Sea, you take 1d4 + 1 necrotic damage at the start of each of your turns as your essence begins to dissipate. While outside of your suit, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature, however, you cannot manipulate objects, wear equipment, or use weapons, nor can you make attacks. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or incapacitated.
When you reach 3rd level, you can concentrate to maintain your gaseous form outside of your containment suit for up to 1 minute (as if concentrating on a spell) without taking damage. And at 5th level, you can concentrate to maintain your gaseous form for up to 1 hour. Once you use this feature to maintain your form, you can’t do so again until you complete a long rest.
If you are in the Astral Sea, you automatically maintain your gaseous form without taking damage.
Excessive damage to your suit causes your unconscious gaseous form to be violently vented into the surrounding atmosphere, dissipating rapidly. Once your suit is destroyed (your hit points fall to 0), a revivify spell can recombine your form and return you to your suit as long as it is cast within 1 minute of your suit’s destruction. However, other spells that would normally raise creatures from the dead such as raise dead or resurrection have a chance of failing depending on how long it has been since your suit was destroyed. For every day that your suit has been destroyed, there is a cumulative 10% chance that you cannot return from the dead. If 10 days pass and you have not been returned from the dead, only a wish spell or similar magic can bring you back.
Star Trance
When you take a long rest, you must spend at least six hours of it in an inactive, motionless state rather than sleeping. This gives your suit time to repair itself and for your gaseous form to recombine. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Mind Over Matter
You are proficient in one of the following skills: Athletics, Acrobatics, or Sleight of Hand. In addition, when you make ability checks using this skill, you can use your Intelligence modifier in place of the normal modifier.
Ethos Aetherborn
Having drifted amongst the vast expanse of void that is the Astral Sea, these Aetherborn have had the time to ponder about the meaning of the universe and the role each creature plays in the grand scheme of it all. More philosophical, these Aetherborn make up the leaders and philosophers of their kin.
Ability Score Increase
Your Wisdom Score increases by 2.
Shooting Star
You guide your allies in combat, and your enemies to demise. You may cast the spell "Guiding Bolt" without expending a spell slot or requiring any components a number of times equal to your wisdom bonus, minimum of one, and regaining all uses after a long rest.
Sculptor
Wisened with eons of thought, you've picked up some past times reflecting your want to shape, mold, and guide those around you. You gain proficiency with one of the following: Calligrapher's tools, Potter's tools, or Weaver's Tools.
Fool Me Once
Your eons of experience in conversing with your peers and other travelers have aided in your ability to determine whether one is being honest or not with their intentions. You have advantage on saving throws to resist being charmed, and have advantage on Insight checks.
Logos Aetherborn
These children of the stars are much more interested in how the universe came to be, the machinations of the universe, and how the physics of different planes tie together. Highly logical and astute, these Aetherborn are usually the more studious of their kin.
Ability Score Increase
Your Intelligence increases by 1. You may increase another ability score by 1.
Alien Mind
Your alien mind allows you to better understand the machinations of other cultures and species. You may cast the Identify spell a number of times equal to your Intelligence modifier, minimum of one, without expending any spell slots or components, regaining all uses after a long rest.
Inventive
You may choose one set of tools from the following to gain proficiency with: leatherworker's tools, smith's tools, or tinkerer's tools.
Clouded Mind
Your vast alien intellect allows you to resist the meddling attempts of outsiders to pry into your thoughts. You have advantage against spells that affect your memory and thoughts, such as "modify memory" or "detect thoughts" and similar magics. You also have resistance to psychic damage.
Pathos Aetherborn
These Aetherborn were fascinated with how the stars danced together, how the different colors of swirling galaxies collided and mingled, and what strange and wonderous creatures existed across the multiverse. These Atherians made up the artists and diplomats of their kin.
Aurora Galactis
You send the swirling lights of a thousand stars at those who may wish you harm. You may cast the "color spray" spell without expending any spell slots or components a number of times equal to your Charisma modifier per long rest, minimum of once.
Starsent Savant
You've got a knack for the finer arts. You gain proficiency with one of the following: Glassblower's tools, Jeweler's tools, or Painter's supplies.
Galactic Diplomat
You've spent far too long blabbing among the stars to make simple slips of your... "tongue". You can give yourself advantage on a persuasion or deception check a number of times equal to your proficiency modifier per long rest.
Ability Score Increase
Your Charisma Score increases by 2.
Comments