Homebrew Aetherborn Species Details

Mix of all.

Aetherborn Traits

Aetherborn Traits

Creature Type

You are a humanoid.

Size

Your size is Medium (about 5–7 feet tall).

Speed

Your speed is 60ft.

Draconic Ancestry

Your lineage stems from a dragon progenitor. You have all dragon types in your blood. Your Breath Weapon and your Damage Resistance include all in the table below.

Draconic Ancestors

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

 

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance

You have Resistance to the damage type determined by your Draconic Ancestry trait.

Superior Darkvision

You have Darkvision with a range of 120 feet.

Draconic Flight

When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Dwarven Resilience

You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Dwarven Toughness

Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Stonecunning

As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.

You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Elven Lineage

You are part of all lineage that grants you supernatural abilities.

You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell 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.

Elven Lineages
Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Elven Lineage Spells

At character levels 3 and 5, you learn a spell as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell 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.

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don’t need to sleep, 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.

Gnomish Cunning

You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage

You are part of all lineage that grants you supernatural abilities. 

Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

Gnomish Lineage Spells

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with that trait.

Giant Ancestry

You are descended from Giants. You get supernatural boons from your ancestors; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.

Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.

Large Form

Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Powerful Build

You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Brave

You have Advantage on saving throws you make to avoid or end the Frightened condition.

Halfling Nimbleness

You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

Luck

When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealthy

You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Resourceful

You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful

You gain proficiency in one skill of your choice.

Versatile

You gain an Origin feat of your choice.

Adrenaline Rush

You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Relentless Endurance

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Fiendish Legacy

You are the recipient of all the legacies that grant you supernatural abilities. You gain the level 1 benefit of the legacies.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, and Charisma is your spellcasting ability for the spells you cast with this trait.

Fiendish Legacies
Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Fiendish Legacy Spells

At character levels 3 and 5, you learn spells as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell 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.

Otherworldly Presence

You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Alignment

Most aarakocra DESCENDANTS are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Flight

You have a flying speed of 120 feet. To use this speed, you can’t be wearing heavy armor.

Talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, Aarakocra, and Auran.

Ability Score Increase

Your Intelligence score increases by 2.

Your Dexterity score increases by 1.

Stone Camouflage

You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Ability Score Increase

Your Constitution score increases by 2.
Your Dexterity score increases by 1.

Unending Breath

You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind

You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Ability Score Increace

Your Constitution score increases by 2.

Your Strength score increases by 1.

Earth Walk

You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone

You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Ability Score Increase

Your Constitution score increases by 2.
Your Intelligence score increases by 1.

Fire Resistance

You have resistance to fire damage.

Reach to the blaze

You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Ability Score Increase

Your Constitution score increases by 2.
Your Wisdom score increases by 1.

Acid Resistance

You have resistance to acid damage.

Amphibious

You can breathe air and water.

Swim

You have a swimming speed of 30 feet.

Call to the Wave

You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Natural Athlete

You have proficiency in the Athletics skill.

Stone's Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Mountain Born

You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

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.

Languages

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

Ability Score Increase

Your Wisdom score increases by 1, and your Charisma score increases by 2.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Celestial Legacy

You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration 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 daylight 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.

Arcane Overflow

Description:
Your body barely contains the volatile magic surging within you. When your control slips, it erupts violently, discharging pure arcane energy in all its destructive forms.

Mechanics:
When you roll a natural 1 on a spell attack roll or fail a concentration check, magical energy bursts from you uncontrollably. Each creature (including you) within 5 feet takes 1 damage of each magical damage type, totaling 8 damage (1 each of acid, cold, fire, force, lightning, necrotic, radiant, and thunder damage). This damage bypasses resistance unless the creature is immune to a given damage type.

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2025 2:55:11 AM
5
1
1.1
Coming Soon
5/23/2025 2:56:51 AM
3
1
1.2
Coming Soon
5/23/2025 3:04:00 AM
3
1
1.2.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes