Homebrew Aerolites Species Details

Aerolites are magic infused creatures made of rubber, cloth, or other low density materials, all fueled by air that runs through their bodies, causing them to be naturally light on their feet, as well as in the air. Because of their natural composition, many live in fear of sharp objects, and because of their unnatural appearance, they tend to stray away from most of society, living mainly to themselves.

Aerolites can be any size, shape, or color, being very malleable in their form.

 

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

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. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

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

Creature Type

You are considered humanoid.

Life Span

Aerolites can live upward to 300 years on average, but many lives end early due to their fragile composition.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Aerolites Traits

As an aerolite, you have the following traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Floating Form

When you fall at least 10 feet above the ground, you can use your reaction to float horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. You may also apply this effect to other willing creatures so long as you're not encumbered. Creatures under double of your remaining carrying capacity can float with you and not take fall damage. Creatures over this carrying capacity will cancel the float and fall damage nullification of this ability, but you may cushion the fall for them. If you choose to do so, the creature will take no fall damage, but you will, and the fall damage will be doubled. If the creature you cushioned is three times your max carrying capacity, you pop, instantly killing you.

Air Capacity

You have a expendable amount of air that you keep in your body at all times that can be expelled for multiple uses. This is measured in PSI, which can be gained and expelled through certain actions.

You have a capacity of 12 PSI, the less you have, the less inflated you become. If you reach 0, you enter a deflated state, where you are considered incapacitated and restrained, as well as losing the ability to speak and make somatic gestures. 

You can gain air, by either receiving it through another creature, who can expel up to 3 PSI as an action, or through use of spells, such as gust,  gust of windwind wall, or any other spell that states that it creates some form of wind or air. Cantrips will always fill PSI by 3, and leveled spells will grant PSI equal to 2 + the spells level. If the spell is an area of an effect, you can use a reaction to intake the air from the spell. If you're at 0 PSI and gain no form of granted air or wind, you slowly fill up overtime, regaining 1 PSI every 2 hours.

The following actions can be performed with PSI

- You can hold your breath for up to 24 hours (One PSI = 2 hours of held breath, and after that time, you lose 1 PSI). This air can be shared with others to grant them 10 minutes of held breath for every PSI you grant

- As a bonus action, you can expel 3 PSI to unleash a gust of wind, propelling you in a chosen direction, up to 30 feet.

- As an action, you can expel 6 PSI to unleash a burst of air outward. Creatures in a 10 foot cone originating form you must make a DC 12 Strength Saving Throw. On a fail, they're pushed back 15 feet, and you may fly back up to 10 feet. On a success, nothing happens.

Malleable Reduction

As a reaction when taking bludgeoning damage, you may take half damage until the start of your next turn, and be pushed back 5 feet from bludgeoning damage as well. You take additional damage from piercing and slashing damage.

 You take additional piercing and slashing damage equal to your Proficiency Bonus, plus half of your current PSI Gauge, rounded down.

Aggrandized Augment

While you have a PSI Gauge of 12, you can choose to go all the way up to 18 PSI, only if you choose. When doing so, your form puffs up larger then normal while still retaining your size category. The following effects occur when using Aggrandized Augment.

- While having a PSI over 12, you gain resistance to bludgeoning damage.

- Any melee attacks gain a damage bonus for every PSI over 12, rounded down. 

- Your speed is reduced by 5 at 13 PSI, as well as an additional 5 at 15 and 18 PSI

- You take an additional damage equal to your every PSI over 12, rounded down (minimum of 1)

 

Previous Versions

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