Homebrew Aberrant Aasimar Species Details

"We're all so strange in our own little ways. All of that comes from somewhere. Why should we be scared to brave the amazing frontier before us? Insanity! INSANITY. Now Jimmy number two can you step in the portal for me?" ~ Gourmet, FarCorp CEO

Aasimar are mortals who carry a spark of the Planes within their souls. Sometimes however, this spark is one touched by the Far Realms. Whereas some Aasimar are brought up with values on good and the goal to root out evil, some never find such guidance. Some instead are found by the Far Realms, the realms of madness. Brought up as chaotic agents whom embrace the truth, whatever the truth may be to them. Whether it's a realization left with them at birth, or an insight into the world that ignores whoever may call it wrong. Aberrant Aasimar never leave the minds of others.

Blessed at birth not with the same radiant light that's emitted by the forces of good that've blessed their cousins, Aberrant Aasimar are natural psions. Capable of projecting their worldview to impact the space around them, melding and shaping the world into their own inner cognition.

Aberrant Aasimar Traits

Aberrant Aasimar occasionally develop traits that pay homage to their far origins. These traits often begin subtle and are only put on full display after the Aasimar reveals their true nature. The table below has examples you can choose or provide inspiration to create your own.

Aberrant Aasimar Traits

 

Aberrant Aasimar Traits
D6 Aberrant Feature

1

A tail made out of tentacles moves independently from the rest of your body. It may even have teeth or a mouth at the tapered end.

2

The ends of your bones protrude out of your body due to your overgrown skeleton. You might have a tail made out of bones, horns or even claws at the end of your fingertips.

3

Across your body is a stretchy symbiotic membrane. It takes the form of wings on your back when it isn't enwreathing you.

4

Dull violet light exudes from your eyes and minor facial features like freckles and moles change places once you awaken.

5

One of your eyes appear alien and crystalline to others. Those who look within see the last thing you dreamed of.

6

Chitinous protrusions form across a part of your body, exuding from them an eerie under-glow.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1.

Age

Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment

Imbued with aberrant power, most aberrant aasimar are chaotic. They're free spirited and range between good and evil.

Size

Aasimar are built like well-proportioned humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Blessed with an Aberrant soul, your vision can easily cut through darkness. 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.

Far Resistance

You have resistance to Psychic and Force damage.

Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Note: Due to Dndbeyond limitations, this must be coded manually.

Aberrant Legacy

You know the mage hand cantrip. Once you reach 3rd level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the fear spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and your choice of Celestial or Deep Speech.

Psionic Soul

Starting at 3rd level, as an action on your turn, you may activate the Psionic Energies stored within you, scorching the air around to reveal your true form.This transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your Psionic Soul you can't use it again until you finish a long rest.

Psionic Soul. For the next minute, once per turn you may deal your level in Psychic damage whenever you deal damage with an attack or spell. Upon activating your Psionic soul feature, you may choose one creature within 30 feet of you that is your size or smaller. This creature must succeed on a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution modifier) or take half your level in Psychic damage and be grappled for the duration or until they succeed on a Strength saving throw. The grappled creature may repeat this saving throw at the end of their turn, ending this effect on itself on a success.

Alternatively, you may choose one object within 30 feet of you not being currently worn or carried and that weighs less than 3,000 pounds. This object is instead carried by you for the duration as if you were holding it and you may bring the object closer or further 10 feet as a bonus action. An object carried this way can never be more than 60 feet away from you.

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