Homebrew Downcast (Illusion) Species Details

In the absence of the gods, the Arch Seraphs of each deity descended upon the mortal realm, taking upon themselves the burden of imposing order on a world cast into disarray. The Arch Seraphs were the most powerful lieutenants among the angelic hosts, strong enough to retain a semblance of their divine power following the tragedy. But an angel is not a god. An Arch Seraph cannot embody every aspect of a divine domain. Some became consumed with enforcing narrow virtues. Others have turned from grace entirely, choosing to embody vice rather than virtue, and becoming feared as Arch Daemons.

The downcast, are far fewer in number than when they first arrived. Many succumbed to despair and sickness after their fall from grace. Of those who remain, some still serve the Arch Seraphs in their twisted crusades, hoping to reclaim what they have lost. Others have turned their backs on their former comrades to seek their own goals, fully embracing mortal life. And more than a few feel embittered enough by their fall that they have been gleefully accepted by the Arch Daemons as agents to spread fear and destruction in the world.

Physically, the downcast still possess the beauty of their angelic forms, although they no longer shine as brightly as before. For most, the mark of the divine still lingers as a visible glow within their eyes, or faintly glowing Celestial runes on their otherwise unblemished skin. Others have been marked by their shift in morality, manifesting cracked skin or devilish horns.

Downcast (Illusion) Traits

Downcast

Brave

The horrors you’ve lived through have hardened you. You have Advantage on saving throws to avoid being Frightened.

Touch of Life

Effects that corrupt the essence of other living creatures are of little concern to you. You have Resistance to Necrotic damage.

Inured to the Elements

Even beneath scorching sun and in freezing cold, you hold yourself strong. You have Advantage on Constitution saving throws made to resist the effects of extreme cold or extreme heat.

Meditative Rest

Sleep is a luxury you’ve never needed to afford. When you rest, you meditate deeply for 4 hours, dreaming but remaining conscious. After resting in this way, you gain the same benefit that other humanoids do from 8 hours of sleep.

Poison Resilience

Your exceptional fortitude lets you shrug off the effects of even the worst toxins. You have Advantage on saving throws against being Poisoned.

Magical Savant

Magical Savvy tier two.

If you take this trait multiple times, you select a different cantrip each time, or you can select a level 1 spell from the same list as a cantrip you have previously chosen. If you select a level 1 spell, you can cast it once without expending a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. If you have levels in the associated spellcasting class, you always have this spell prepared, and it doesn’t count against the number of spells you can prepare each day.

Magical Savvy 

Only Cleric Spells.

Whether through intensive study or the innate touch of magic in your blood, you have the ability to invoke magical spells. You learn one cantrip of your choice from any spell list, which you cast using the associated ability score: Intelligence for Wizard spells, Wisdom for Cleric and Druid spells, and Charisma for Bard, Sorcerer, and Warlock spells. If the spell appears on multiple spell lists, choose one to determine the spellcasting attribute for that spell.

Moved by Faith

The grimmest myths and legends of the past hold the keys to shaping the future. You have proficiency in the Religion skill.