Homebrew Avatar of the chakras Species Details
The Seven Chakras
- Seven "energy centers" or "wheels" located on the spiritual body.
- Sahasrara (Crown): Thought/Space
- Ajña (Third Eye): Light/Dark
- Vishuddhi (Throat): Ether/Sound
- Anahata (Heart): Air
- Manipura (Navel): Fire
- Svadhisthana (Sacral): Water
- Muladhara (Root): Earth
These are the real worlds 7 chakras of the universe derived from ancient times.
The Avatars
Once a long time ago a celestial deity known as the Crown Titan was split into seven Celestial deities beings with the strength much like angels and demons as opposed to gods and demigods. These deities must reincarnate overtime to maintain the world balance of power. In present time these 7 deities known as Sahasrara, Ajna, Vishuddhi, Anahata,Manipura,Svadhisthana, and Muladhara have created generations of offspring in present time known as The Avatars. They don’t exist in every world , and even where they are found, they are less widespread than dwarves, elves, halflings, humans and every other race. In the cosmopolitan cities of the multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren’t accustomed to seeing members of these races, and they react accordingly.
Born of deities, as their name proclaims, the Avatars walk proudly through a world that greets them with utmost confusion. Shaped by deities or the celestials themselves, Avatars originally born from the seven chakras as a unique race, combining the best attributes of The seven chakras and spiritual beings. Some Avatars are faithful companions to travelers, others form the ranks of power in great wars, and still others find themselves adrift, with no clear calling in life.
Deity Kin
Avatars look very much like glowing deities standing erect in humanoid form, though they lack wings or prominent features. The first Avatars had streaks of vibrant hues matching the colors of their Deity kin, but generations of inter breeding have created a more uniform and spiritual-like appearance. Their glows are usually orange, blue, and green in color, sometimes ranging to gray, yellow, or turquoise. They are medium sized, often standing close to 6 feet tall and weighing 170-200 pounds or more. Their hands and feet are strong.The blood of a particular type of Avatar runs very strong through some Avatar family. These Avatar often boast colors that more closely match those of their ancestors—bright red, green, blue, or white, or lustrous black.
Self-Sufficient classes
To any Avatar, their abilities are more important than life itself. Avatars owe their devotion and respect to their families above all else, even the gods. Each Avatar’s conduct reflects on the honor of his or her class, and bringing dishonor to the family can result in expulsion and exile. Each avatar knows his or her station and duties within the family, and honor demands maintaining the bounds of that position.
A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Avatars value skill and intelligence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. An Avatar holds mastery of particular skills as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of an Avatar.
Though all Avatars strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. It turns to another spell using class before seeking aid from other races—or even from the gods.
Avatar of the chakras Traits
Your deity heritage manifests in a variety of abilities you share with other avatars.Ability score increase
Intelligence score increase by 2
Speed
Your base walking speed is 30 feet.
Age
The avatars as they die out become spirits allowing them to manifest or find new bodies to inhabit. This allows them to reincarnate making them never die out. However, in this process they lose all memories and are granted new abilities base on the body.
Size
Avatars are very similar to humans standing close to 6 feet tall and weighing around 170 pounds. However they are very muscle bound and war-forged.
Languages
You can speak, read, and write Common, Celestial, and Sylvan. Celestial is one of the oldest languages and is often used in the study of deities and gods. The language sounds fluent and smooth providing a ringing tone to the users voice. Sylvan is often seen as the language of nature, as its speakers are often nature spirits and creatures. The language itself is fairly old, and has changed very little throughout the ages. It flows easily, similarly to elven; in fact many linguists believe that the elven language is derived from sylvan.
Avatar Ancestry
You have Avatar ancestry. Choose one type of elemental ancestor from the Avatar Ancestry table. Your and damage resistance are determined by the Element type, as shown in the table.
Avatar Ancestry
| Element | Spell | Description |
|---|---|---|
| Air | Gust of wind | A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. |
| Sound | Sound burst |
You emit a concussive sound wave, a cone of noise emanating from 20ft up in the air downwards towards a point within range, damaging creatures within the area. Each affected creature must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the spell emits a painfully loud chord audible out to 600 feet. |
| Earth | Earth Tremor | You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. |
| Water | Wall of water |
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. |
| Lightning | Thunder wave |
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. |
| Fire | Hellish rebuke | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. |
| Thoughts/Space | Hypnotic pattern | You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. |
Damage Resistance
You have resistance to the damage type associated with your avatar ancestry.
- Thoughts - Psychic resistance
- Lightning - Lightning resistance
- Sound - Thunder resistance
- Air - Force resistance
- Fire - Fire resistance
- Water - Cold resistance
- Earth -Poison resistance
Previous Versions
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5/5/2023 10:42:35 PM
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