Homebrew Aasimar/Tiefling Hybrid Species Details

Whether it is through means of deals and contracts, or direct familial ties to the forces of the hells and heavens, Aasimar/Tiefling hybrids are the forces of good and evil personified. Although these two races could not be any more separate, there are exceptions and extraordinary circumstances that allow for these two opposing forces to come together as one. With both light and darkness flowing through their blood, these hybrids exemplify the best aspects of both Tieflings and Aasimar. With the power of hellfire and the light of celestials, these beings can bridge the ever-growing gap between the planes of the heavens and hells.

Aasimar/Tiefling Hybrid Traits

Due to your connections to both the hells and the heavens, you gain the following racial traits:

Ability Score Increase

Your Charisma score increases by 2, and a different ability score of your choice increases by 1.

Creature Type

Your creature type is Humanoid.

Size

These hybrids are similar in size to humans: your size is Medium.

Age

Thanks to both sides of their heritage, these hybrids can live up to 160-200 years old.

Speed

Your walking speed is 30 feet.

Darkvision

Since both of your heritages share the ability to see in darkness, you are granted with this ability as well. 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.

Resistances of the Hells and Heavens

Due to your connections with the fires of the hells and the light of the celestials, you gain resistances to both aspects. You have resistance to fire, radiant, and necrotic damage.

Healing Hands

Drawing power from the celestial side of your heritage, you are able to heal the wounds of others. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Blood of Punishment

As an action, you cut a small wound on your hand and let some blood fill your palm. You then make a melee attack against another creature using either STR, DEX, or your spellcasting modifier (whichever is greater). If successful, roll a number of d6s equal to your proficiency bonus. The creature takes necrotic damage equal to the total rolled, while you take half as much damage. This damage cannot be resisted or reduced in any way. The creature must then make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). If failed, the creature is frightened of you for one minute. 

Light Bearer

You know the Sacred Flame cantrip. Once you reach 3rd level, you can cast the Guiding Bolt spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Daylight spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common, Infernal, and Celestial.

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