Homebrew Aasimar Leonin Species Details

A member of the leonin race that has either descended from a celestial being or been infused with heavenly power.  Though they carry a spark of the Upper Planes within their souls, they are still mortal. Aasimar can arise among any population of mortals, leonin included.

As most races, they resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar leonin gains the ability to reveal their full celestial nature. The Aasimar Leonin Celestial Features table has examples you can choose or use as inspiration to create your own.

Aasimar Leonin Celestial Features

d6 Celestial Feature
1 Metallic, white, or charcoal patterns in your fur
2 Metallic, luminous, or dark eyes
3 A quiet, serene aura in your presence
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming from your claws and teeth

Leonin Names

Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.

Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore

Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides

Aasimar Leonin Traits

As an aasimar leonin, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 × your size modifier)

Speed

Your walking speed is 35 feet.

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.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to [roll]1d6[/roll] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Daunting Roar

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Celestial Revelation

When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial 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:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (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 to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light 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. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

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