Homebrew Astral Spirit Species Details

 

Time. Or rather the absence of it. In the Astral Plane, everything is eternal.

Ever since the dawn of time, these astral spirits have drifted through the astral plane, for that is all that they are. A spirit. They have no body, only a conscious entity floating through an infinite void. These spirits are able to manifest themselves as a projection into a plane of existence. When they do this, they become subject to the limitations of that plane as if they were a physical entity living in it, despite not technically existing there. Whenever their previous projection is destroyed, they simply wait until they have the energy to create a new projection, choosing which plane of existence to materialize their new projection in.

A Broad Spectrum

Astral spirits take the form of many things. Whether that be a human, an elf, a goblin, or anything else, you will rarely find two astral spirits, let alone two astral spirits that take a similar form. Yet, despite that, they are all quite easy to distinguish from people who have a physical appearance in the material plane. Astral spirits are a transparent blue color, and can be seen right through, looking much more like a projection rather than a physical form.

 

Astral Spirit Traits

Your astral spirit character has the following traits.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type

You are a Humanoid.

Size

You are Medium or Small.

Speed

Your walking speed is 30 feet.

Astral Projection

Astral spirits cannot die due to old age. If the projection is killed or destroyed, it takes you 10d10 years to be able to form a new projection. Your projection always weighs exactly 100 pounds and is a transparent blue color. You may end your projection whenever you finish a long rest. Ending your projection in this way will allow you to keep the items you had on you when you next manifest your projection, as well as it only taking 10d10 days, rather than years, to be able to form a new projection. When manifesting your projection, choose a plane of existence you wish to manifest on. If you have a specific location in mind, you will manifest there. Otherwise, you will appear in a random safe location on that plane. You know the current time of day in any plane that you have your projection manifested in, and you know the time of day in any plane that you would want to manifest your projection in while you do not have a projection manifested.

In order to wear/use clothing, armor, shields, weapons, tools, and other personal items, you must spend an action converting it into a part of your projection. Once you have done that, you may use it properly, and it is weightless, as your projection’s total weight is still exactly 100 lbs. If it is removed from your character, it immediately becomes a normal object again. If your projection is destroyed, all items that were a part of your projection drop on the ground as normal items. Items converted into your projection cannot be damaged due to natural causes, such as water, fire, light scratches, and oxidization.

Telepathy

Astral spirits cannot speak, and instead, you have telepathy with a range of 60 feet. You can also use your bonus action to focus and increase this range to 120 feet until the start of your next turn.

Light as a Feather

 

You have resistance to damage taken from falling, and you can treat the distance you fall as though it were 10 feet less. Additionally, whenever you take the dash action on your turn, you can use your bonus action to temporarily become able to walk on air for the remainder of the turn, costing an additional 2 feet of movement for every foot traveled. You will still fall as normal at the end of your turn.

  • Starting at 5th level, the cost is lowered to only 1 additional foot of movement.
  • Starting at 9th level, moving in this way does not cost you extra movement.
  • Starting at 13th level, you can trigger this effect as part of the dash action you take on your turn.
  • Starting at 17th level, this effect is always active, regardless of whether or not you have taken the dash action on your turn.

Astral Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    • Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. 

Astral Glow

You shed bright light in a 15-foot radius around you, and you shed dim light for an additional 15 feet. You can turn on and off this glow at any time (no action required).

Protected Spirit

Due to the protective nature of your projection, you have immunity to force damage, and while you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Trance

You don’t need to sleep, breathe, eat, or drink, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

  • Whenever you finish this trance, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. No matter what form you take, your projection remains a transparent blue color. You can also change your known language that you selected with this race to any other language that you have read or heard in the last 7 days. You can always switch this language to Common regardless of whether or not it meets this requirement.

Languages

Your character can speak, read, and write one language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Previous Versions

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