Homebrew Astralblood Species Details

Astralblood are beings of cosmic energy, having evolved into a higher form of existence. Their origins may come from the Far Realm or any other similar space among the stars. In most worlds, they are a star-faring race who travel from one planet to the next, and intermingle with the local species. They mostly conquer or destroy the worlds they occupy, but a few among them may take the path of a savior or settle into a quieter existence. Astralblood can theoretically live indefinitely, but their life is often cut short due to violence

Astralblood Traits

Astralblood are small, amorphous masses with their translucent exteriors of cosmic fabric housing the roiling astral fire within them. When they enter a new world, they can expand and shift their mass to take on the appearance of the locals.

True Form

Your true form is a Tiny amorphous mass of translucent cosmic fabric. While in this form, you can move through any opening large enough for a Tiny creature. Similarly, you have no limbs to hold or manipulate objects, or perform the Somatic component of a spell, and you are physically unable to speak.

Thought Projection

Instead of speaking, you can project your thoughts to other creatures of your choice within 60 feet of you. When a creature receives your thoughts, it hears a genderless voice speaking in its mind. If the creature is familiar with you, it knows the thoughts come from you. When you use this trait while in your true form, you shed Bright Light in a 5-foot radius and Dim Light for an additional 5 feet, of any color of your choice.

Color Adaptation

While in your true form, you can take an action to adapt to your surroundings. When you do so, you gain the Invisible condition until the end of your next turn, or until you move, deal damage, make an attack roll, cast a spell, or use Shapechange.

Darksight

While in your true form, you have Blindsight with a range of 120 feet, but you are blind beyond that range.

Shapechange

As an action, you physically transform into a Medium or Small Humanoid creature you’ve seen before. This transformation encompasses all physical aspects of that creature, such as voice, height, and sex. When you do so, you can be affected by spells and other magical effects that would normally affect a Humanoid. In addition, your base Speed becomes 30 feet, and you gain the same arrangement of limbs as the creature you transformed into, letting you hold and manipulate objects as normal. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form, die, or use this trait again. When you revert to your true form, anything you are holding or wearing falls to the ground, with the exception of any magic items that conform to your shape.

Star Speech

You know the Deep Speech language. When you reach character level 5, you can cast the Tongues spell on yourself. You can do so a number of times equal to half your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Astral Spirit

When you reach character level 3, you can conjure a cosmic creature called an Astral Spirit. As a Magic action, you can conjure a Large or smaller Beast with a CR equal to half your Proficiency Bonus on an unoccupied space within 30 feet of you. At level 1, a Constrictor Snake is recommended. If the DM allows it, you may know its game statistics. You can permanently dismiss the Astral Spirit as a Bonus Action, vanishing without a trace when you do so. It similarly vanishes when it is reduced to 0 Hit Points or after 1 hour, which requires Concentration for that duration. You can conjure an Astral Spirit once, and you must finish a Long Rest in order to do so again. The creature is loyal to you and friendly to your allies. In combat, it takes its turn immediately before or after yours (chosen when you conjure it), and it performs your commands during its turn, which you can issue telepathically while within 60 feet of it (no action on your part required). If it has no orders, it will attack your enemies. Otherwise, it takes the Dodge action or moves closer to you if it is more than 60 feet away from you. Finally, its game statistics have the following changes: Creature Type and Appearance. The Astral Spirit’s creature type is Aberration, and it appears as a translucent Beast. You determine its appearance with the exception of its size. Doing so has no effect on its game statistics. Hit Points and Armor Class. Its maximum Hit Points gain a bonus equal to twice your level. Meanwhile, its AC gains a bonus equal to your Proficiency Bonus. Attacks and DCs. Its attack rolls gain a bonus equal to your Proficiency Bonus, while its damage rolls gain a bonus equal to half your Proficiency Bonus. Similarly, its save DCs gain a bonus equal to your Proficiency Bonus. Checks and Saving Throws. Whenever the Astral Spirit makes an ability check or saving throw, it adds your Proficiency Bonus to the roll, provided you are proficient in the check or save.

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