Homebrew Ashborn Species Details
Ashborn are an imp-like species native to Chernabos, typically coalescing from the sulfuric ash of the province’s hellfire and brimstone volcanoes.
Infused with the fiendish power of the Hells, this folk
has managed to survive and even prosper in the barrens
and badlands of the province through guile, boldness,
and industriousness. Said to be favored by fortune itself,
ashborn count on luck to twist the balance in the most
dire of situations.
Their short stature ranges from slight to stout, but
this makes them no less dangerous, for each ashborn has
a venomous tail resembling a scorpion’s, always ready
to strike. They sport horns and skin tones in varying
shades of red and gray that reflect their devilish origin,
and they typically live 100 years.
Ashborn Traits
Darkvision. Ashen Legacy. Fiendish Fortune. Scorpion Sting.Darkvision.
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
Fiendish Fortune.
When you’re hit by an attack roll that isn’t a Critical Hit, you can take a Reaction to magically cause the attack to miss you, and a creature of your choice within 5 feet of you takes Force damage equal to your Proficiency Bonus. Once you use this trait, you can’t do so again until you finish a Short or Long Rest.
Scorpion Sting.
You have a tail stinger you can use to make Unarmed Strikes using your Strength or Dexterity (your choice) for attack and damage rolls. On a hit, you deal 1d4 Piercing damage, and you can deal an extra 1d6 Poison damage. You can deal this extra damage a number of times equal to your Proficiency Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach character level 10, this extra damage increases to 2d6
Ashen Legacy.
Additionally, starting at character level 3 you always have the Charm Person spell prepared, and starting at character level 5 you always have the Invisibility spell prepared. You can cast them each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast them using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
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