Homebrew Aestra Species Details

Elusive Origins

The Aestra are rare and secretive. Their own myths claim they are not born in the usual sense but called into being from memories left behind by something greater. Scholars argue over whether they are descendants of long-forgotten celestials, echoes of the Four Pillars of Creation, or simply an offshoot of changelings touched by divine energy.
What is certain is that they carry an unusual weight in their presence, a subtle echo that bends memory and perception. Many who meet an Aestra find themselves unable to recall their exact features after a few hours, a trait that makes them both mysterious and distrusted by most societies.

Appearance

An Aestra often takes on a vaguely humanoid shape with slightly fluid features. Their form seems almost too smooth, their eyes reflective like polished metal or rippling water. Hair and skin tones are not fixed and can shift over time, though always within a muted, dreamlike palette.

Most mortals forget the details of their face within an hour.

  • Eyes shimmer with silver static or mirror-like glaze.

  • Skin carries faint cracks like hairline fractures in glass.

  • When they speak, shadows seem to tighten briefly, then release.

  • Some Aestra have translucent moth wings, almost invisible to others

  • Aestra may present with crystalised horns, refracting colourful light

 

Aestra Traits

Aestra Traits

Aestra Traits

Ability Score Increase
Your mutable soul grants insight and presence. Increase your Wisdom by 2 and Charisma by 1.

Languages
You can speak, read, and write Common and two other languages of your choice


Unseen Thread

Your presence unravels in the memory of the world.

  • Any creature you have not shared a significant emotional connection with (combat, storytelling, touch, or ritual) forgets your face and voice one hour after parting unless it succeeds on a DC 13 Wisdom saving throw (not including PC's)

  • You can suppress this effect with concentration.


Shifting Reflection

Your form is fluid enough to mimic other humanoids.

  • As an action, you can change your appearance, altering facial features, hair, and skin tone. Your height and body shape cannot differ from your natural form by more than one foot.

  • You cannot replicate unique details like scars or tattoos perfectly unless you have seen them closely.

  • Clothing and equipment do not change.


Echo of the Breach

Your essence resonates with frayed reality.

  • You can cast detect evil and good once per long rest without using a spell slot.


Breath of the Forgotten

Once per long rest, you may attempt a Name-Restoration, restoring a magically erased name or memory.

  • As an action, speak the true name of a creature, place, or object that has been magically forgotten or sealed.

  • All creatures within 30 feet who were once connected to it must make a Charisma saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a success, they regain the memory instantly.

  • For one minute, all creatures in range have advantage on Insight and History checks related to the restored entity, and its name manifests physically in whispers, glimmering text, or subtle changes in the air.

Fragments of the Pillar – “The Seven Ticks”

“Clock’s cracked, teeth are gone, but it still ticks loud enough to make the world jump.” – Aestra proverb

When an Aestra awakens to their nature, they find themselves bound to one of seven lingering “ticks”—echoes of the Pillar that never stopped moving even after everything else broke.

Choose one “tick” at character creation:

  • First Spark – “Brightstart”
    When the spring snaps, light spills out.
    When reduced to 0 HP, you emit a burst of radiant light in a 10‑foot radius until the end of your next turn, blinding creatures of your choice within the area.

  • Burned Path – “Ashwalk”
    No teeth on the gear, no grip on the ground.
    As a reaction when you take damage, you can become incorporeal until the start of your next turn, passing through objects and avoiding all opportunity attacks.

  • Night Wound – “Hollowmouth”
    One wrong tick and the song goes quiet.
    Once per long rest, force one creature within 30 feet to make a Wisdom saving throw. On failure, it is frightened and silenced until the start of your next turn.

  • Soulbound Flame – “Last Cinder”
    Borrowed time, bought cheap.
    Once per long rest, you can restore life to a creature that has died within the last minute. That creature returns to life with 1 HP.

  • Unending Circle – “Spinback”
    Cog rolls wrong, spin it again.
    Once per long rest, you can reroll one failed saving throw, missed attack roll, or initiative roll.

  • Bleeding Mirror – “Splitface”
    A trick gear’s still a gear.
    Once per long rest, create a mirror image of yourself for one minute, imposing disadvantage on attacks against you.

  • Wound Eternal – “Last Tick”
    One more spin, even if the clock is dust.
    When reduced to 0 HP, you remain standing with 1 HP until the end of your next turn.


Fragment Price – “Gearbite”

Every time you call on your Tick, the gear bites back:

  • You take 1d4 psychic damage that ignores resistance.

  • You cannot regain HP until you finish a short rest.

  • Hairline cracks of faint light appear along your skin, and silver tears slide down your face like oil dripping from an old clock gear.

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4

Height = 5 feet + 1 inch + your size modifier in inches

Weight in pounds = 115 + (2d4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Shapechanger

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. 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 or until you die.

Aestra Instincts

You gain proficiency with two of the following skills of your choice: DeceptionInsight, Intimidation, and Persuasion.

Languages

You can speak, read, and write Common and two other languages of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2025 12:23:36 AM
6
0
--
Coming Soon