Homebrew Aetherborn Species Details
Mix of all.
Aetherborn Traits
Aetherborn TraitsCreature 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.
| 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.
| 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