Homebrew Asherati Species Details

Whether trailblazing wild expanses or digging through the bones of lost kingdoms, the stoic asherati are most at home in the least hospitable corners of the multiverse. Ignorant outsiders might guess the asherati are strictly nomadic merchants, for their kind rarely set permanent roots among other civilizations. In truthy, the wastelanders hide their kingdoms beneath subterranean tunnel networks or in the hearts of barren expanses. On the rare occasions when asherati do enjoy the company of guests, they are more often than not pleasantly surprised, and offer warm hospitality to those rugged or clever enough to survive such a journey.

Equipped with unusual talents for exploration, many rare artifacts and magical relics of past ages find their way to modern civilizations via trade with asherati archeologists, though they never give away the secrets of their discoveries for free. Sects with respectful relations to their neighbors are known to host archeological expeditions to the crumbling ruins over which the asherati claim stewardship, but no tribe tolerates hostile encroachment on their territory. Those that escape an asherati assault rave of pale-eyed warriors bursting from the earth in blinding flashes and dragging interlopers into shallow graves.

Asherati Names

Asherati have given names and family names.

Male Names: Ambapar, Het, Iputhut, Iu-same, Kbankhe, Menefer, M'ut, Nament, Tauah.

Female Names: Abesukh, Aned, Ankheru, Dhede, Kher-ra, Nemenmo, Reht, Shis.

Family Names: Ambera, Atinani, Faihayl, Habah, Huridah, Imtimah, Manah, Nadeeha, Najeema, Nazihar, Nimah, Rawthay, Reedayl.

Asherati Traits

Asherati are wasteland creatures at heart, well suited to rolling dunes, ash-choked barrens, and snowswept tundras.

Size

A typical asherati stands between 5 and 6 feet tall and weighs about 170 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Asherati. Asherati utilizes a touch-reading system, developed to be understood by feel beneath the sands.

Tremorsense

You can detect and pinpoint the origin of vibrations within a 10ft radius, provided that you and the source of the vibrations are in contact with the same ground or substance. This can be used to detect (but not identify) invisible creatures, but tremorsense can't be used to detect flying or incorporeal creatures.

Wastelander

You are a creature of the wastelands, and are well adjusted to scarcity. You need only 1 day's worth of food and water for each week of travel. Additionally, when you take a long rest in a region of extreme temperature or elevation, your body naturally acclimates to that climate.

Surface Burrowing

While moving on permeable ground (ash, dust, sand, snow, or loose earth) you can spend half your movement to burrow 5ft underground. While burrowed, you gain the following traits:

  • You are considered prone, and can burrow horizontally at your crawling speed.
  • You are blinded, but can perceive your immediate surroundings through your tremorsense.
  • You are heavily obscured from any creature on the surface.

To stop burrowing, you can spend 5ft of movement to crawl out of the ground in a prone position, or use half your movement to emerge on your feet.

Body Lamp

At 1st level, you know the light cantrip, using your body as the target. If you are under the effects of this spell while burrowed you can see through loose ground as though illuminating natural darkness, but are also considered to be only lightly obscured from the surface, as the 5-ft space of ground above you dimly glows.

At 3rd level, you can cast the color spray spell once with this trait and regain the ability to do so when you finish a long rest.

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