Homebrew Abysian Species Details

Abysia is a hot wasteland, at the center of which lies a great volcano whose lava-lit caverns are inhabited by magma-born humanoids. Their flesh radiates heat and they are not harmed by flames. Abysians are stronger than humans and use very heavy armor and weaponry. Bows are not used, because they would burn to cinders in the glowing hands of the Abysians. The war machine of Abysia also includes Salamanders, lizardlike beings composed of the same hot lava-born flesh as the Abysians. The Anointed of Rhuax and the Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. The Warlocks of the Smouldercone, a newly formed magical order, practice Blood magic and search for suitable blood slaves in conquered lands. Abysians prefer to live in extremely hot places. They do not farm or hunt for a living, so their income and supplies are not affected by the Growth or Death scale of a province. However, population will still die slowly in Abysia-controlled provinces with Death scales.

Abysian Traits

Abysians

Alignment

Most Abysians are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Their biology has led them to lead secluded lives. Their lands are eternally scorched littered with the cold dead remains left on roads and pathways They do not have any customs dealing with burying the dead they will however sometimes make shrines or memorials at their feet. As a species they are constantly looking for any means to extend their lifespan.

Size

Abysians stand between 4 and 7 feet tall and average about 650 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

 

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

 

Abysian Inner Flame

Resistance to fire. Vulnerability to cold. Takes cold damage when fully submerged in water 1d4 at the end of their turn. The damage increase to 2d4 at 6th level, 3d4 at 11th, and 4d4 at 16th level. They consume matter to fuel the flame not the stomach, abysians need no water but requires twice as much food.

Abysian Skin

Any creature that grapples you or otherwise comes into direct contact with you must at the end of its turn succeed on a Constitution saving throw or take 1d4 fire damage. The damage increase to 2d4 at 6th level, 3d4 at 11th, and 4d4 at 16th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures resistant to fire take no damage.

Flaming Grasp

Abysians have to be mindful of their destructive nature, any flammable material that come into contact with their body will ignite. Unarmed strikes may use fire instead of bludgeoning (explained in the “Combat” section).

 

Languages

You can speak, read, and write Common and Abysian.

Creature Type

Being mold from fire you are an Elemental.

Age

Abysians mature at the same rate as humans, but they only live to about 30 years.

Ability Score Increase

Your Dexterity Score increases by 2.

Annointed

The anointed are ones who have the capability to use the flame rather than just be forged from it.

Molten Maw

You can use your action to exhale fire and expel molten projectiles. It deals damage in an area according to your level at the cost of your own hit points. When you use your breath weapon, all creatures in the area(10ft cone) must make a dexterity save. You are also effected and you automatically have disadvantage on this save. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Ability Score Increase

Your Wisdom score increases by 1.

Burning One

You encapsulate the idea of being born of flame giving of a great aura of respect among other Abysians and fear from anything else.

Consuming Flame

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell.The extra fire damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Ability Score Increase

Your Strength score increases by 1.

Demonbred

You were chosen to resemble something closer to a fiend than an elemental granting you wings.

Demonic Corruption

You gain the creature type fiend.

Demonic Wings

You gain a fly speed of 30, however each turn you use this you must succeed a dexterity save or take fire damage. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus.. A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level.

Ability Score Increase

Your Charisma score increases by 1.

First Born

Being a predecessor to the rest, you were not so focused on the war path but more focused on becoming flame.

Amorphous

While unarmored, you take no penalties while squeezing. In addition, you can spend 1 minute to move 5 feet through spaces as small as 1-inch wide. Any items that cannot fit through a space you pass through are left behind. Finally, you can don or doff armor as an action. This will burn anything flammable in its path however.

Ability Score Increase

Your Constitution score increases by 1.

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