Homebrew Aurelians Species Details
Long before the rise of dragons and elves, before gods etched their dominion upon the mortal world, the Aurelians walked the stars. Born from the light of dead suns, they were celestial wanderers—scholars, architects, and philosophers of the primordial cosmos. Their civilization built great crystal spires on floating continents and tapped into energies that even modern archmages consider myth.
Millennia ago, the Aurelians vanished. Some say they ascended, others believe they were extinguished in a great war with things from the Far Realm. Their ruins are found only in the most inaccessible places—deep beneath the sea, hidden in forgotten planes, or embedded in the crusts of shattered moons.
Occasionally, one stirs from stasis or is born from the lingering starlight of their lost empire, returning to a world that has entirely forgotten them.
Species Traits
Age: Aurelians age extremely slowly. They reach maturity at around 100 and can live for thousands of years in stasis.
Alignment: Most Aurelians are neutral, driven by curiosity and purpose rather than morality.
Size: Aurelians are tall and lithe, standing between 6 and 7 feet. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Aurelians Traits
n/aAbility Score Increase
You get to increase you Intelligence base score by 2 points. You get to choose between your Wisdom or Charisma stats to be increased by 1 point.
Starborn Memory
Choose one:
- Gain proficiency in Arcana and History.
- Once per long rest, you can cast Identify without components.
Astral Resilience
you have resistance to force damage and advantage on saving throws against being charmed or frightened.
Luminous Soul
As a bonus action, you can radiate soft starlight from you body for 1 minute.
While Glowing:
- You shed dim light in a 10-foot radius.
- once per activation, you can add you proficiency bonus to a failed Intelligence, Wisdom, or Charisma saving throw
you can use this feature once per long rest.
Languages
You can speak, read, and write Common and Celestial. You also understand one ancient forgotten language called Auralith, which no current race speaks unless they have deciphered it from ruins or relics.
Astral Bladekeeper
Benefits:
-
Astral Weapon Infusion:
When you hit with a melee weapon attack, you can choose to deal an additional 1d6 force damage. You can do this a number of times equal to your proficiency bonus per long rest. -
Phase Step:
When a creature you can see ends its turn within 5 feet of you, you may use your reaction to teleport 10 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks. You can use this reaction a number of times equal to your Intelligence or Dexterity modifier (minimum once) per long rest. -
Celestial Weaponmastery:
Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks
Veilpiercer
Benefits:
-
Stellar Displacement:
You can cast Invisibility on yourself once per long rest without material components. At 9th level, you may choose to become invisible as a bonus action for 1 minute. While invisible this way, you emit no sound and leave no tracks. The invisibility ends if you attack or cast a spell. -
Void-Walker’s Eyes:
You gain 30 feet of darkvision (or increase existing darkvision by 30 feet). While in dim light or darkness, you can see normally and perceive hidden or invisible creatures as faint glimmers. -
Forgotten Tongues:
You can understand all written languages as if under Comprehend Languages. Additionally, you gain advantage on Intelligence (Investigation) checks made to decipher ancient texts, codes, or magical inscriptions.
Starforged Arcanum
Benefits:
-
Expanded Spell Knowledge:
You learn the Misty Step and Moonbeam spells. You can cast each spell once per long rest without expending a spell slot. Intelligence or Charisma (your choice) is your spellcasting ability for these spells. -
Radiant Focus:
When you deal radiant or force damage with a spell, you can add your proficiency bonus to one damage roll of the spell. -
Arcane Echo:
Once per long rest, when you successfully counter a spell or force a creature to make a saving throw against a spell you cast, you can cause them to roll at disadvantage.
Aurelian Racial Feat
You have begun to awaken the buried memories and lost powers of your ancient lineage. This manifests as radiant control, mental clarity, and the ability to peer across space and time.
You gain the following benefits:
-
Starflare Pulse:
Once per long rest, as an action, you release a burst of ancient stellar energy. Each creature of your choice within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier). On a failed save, they take 2d8 force damage and are blinded until the end of their next turn. On a success, they take half damage and are not blinded. -
Celestial Mind:
You gain proficiency in one of the following saving throws: Intelligence, Wisdom, or Charisma (your choice). If you already have proficiency in all three, you instead gain advantage on saving throws to resist psychic damage or effects from aberrations. -
Vision Beyond:
You learn the Augury spell and can cast it once per long rest without components. Intelligence or Charisma (your choice) is your spellcasting ability for this spell.
Previous Versions
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7/3/2025 4:39:58 PM
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