Homebrew Avatar Species Details
Avatar
Through by being directly related to a deity, given a boon by the gods themselves, or being the son of another Avatar, Avatars are well known heroes of many epics. The powers of creation, recreation, and destruction are part of who the Avatars are as they venture within the conflict of the mortals.
Avatars resemble the gods they descend from but lose that distinction with each generation, living between 150 years to 200 years. Avatars tend to have various mix of colors for skin, most notably a lighter brown but can also be blue, green, red, yellow, and white.
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.
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.
Om
You have resistance to psychic damage.
Mantra
As a bonus action, you can envoke cosmic energy into your next weapon attack or your allies weapon attack, rolling a number of d4s equal to half your proficiency bonus (rounded down). If the next attack hits, it will deal force damage equal to the d4s rolled. You can't use this trait again until you finish a long rest and it must be used before you attack a target.
Limbs of Divinity
You can summon an extra set of limbs that provide different effects based on what you are currently holding, either a weapon, a shield, or nothing at all. If both hands are holding a weapon or a shield, or has a free hand, you may choose from the three options. You may do this once per longrest.
Weapon Hand: As a bonus action and as part of your attack action if you hit with a melee weapon, you can grant the enemy targets next to you a disadvantage on opportunity attacks until the start of your next turn.
Shield Hand: As a reaction, you can add an additional +2 AC till the start of your next turn. This must be used before the target strikes you and cannot be used after seeing the roll.
Empty Hand: As a reaction, you can cover your body from incoming damage that effects an area, reducing damage by 2d4.
Avatar Traits
Ability Score, Om, Mantra, Limbs of DivinityAbility Score Increase
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.
Om
You have resistance to psychic damage.
Mantra
As a bonus action, you can envoke cosmic energy into your next weapon attack or your allies weapon attack, rolling a number of d4s equal to your proficiency bonus. If the next attack hits, it will deal force damage equal to the d4s rolled. You can't use this trait again until you finish a long rest.
Limbs of Divinity
Limbs of Divinity
You can summon an extra set of limbs that provide different effects based on what you are currently holding, either a weapon, a shield, or nothing at all. If both hands are holding a weapon or a shield, or has a free hand, you may choose from the three options. You may do this once per longrest.
Weapon Hand: As a bonus action and as part of your attack action if you hit with a melee weapon, you can grant the enemy targets next to you a disadvantage on opportunity attacks until the start of your next turn.
Shield Hand: As a reaction, you can add an additional +2 AC till the start of your next turn. This must be used before the target strikes you and cannot be used after seeing the roll.
Empty Hand: As a reaction, you can cover your body from incoming damage that effects an area, reducing damage by 2d4.
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