Homebrew Aurelyth Species Details

The Aurelyth (pronounced “OR-eh-lith”) are an ethereal species of floating, bioluminescent jellyfish-folk who drift between worlds. Born from the mingling of arcane storms and primordial seas, the Aurelyth are one of the few species equally at home above the waves and far below them. Their translucent bodies shimmer with drifting runes, and their thoughts brush gently against the minds of nearby creatures.

Their physical forms are slight and delicate, more like living spell-constructs than mortal flesh. An Aurelyth is held aloft by telekinetic membranes, allowing them to float and swim with equal ease. They communicate primarily with telepathy, projecting images, emotions, and concepts instead of spoken language.

Though fragile, Aurelyth are brimming with raw arcane essence, granting them powerful innate defenses and magic.

Aurelyth Traits

Creature Type: aberration 
Size: Medium or Small, chosen when you select this species
Speed: 30 feet fly. 30 feet swim.

As an Aurelyth, you have these special traits.

Frail Form

Your body is soft, gelatinous, and easily harmed by physical force. You cannot wear armor of any kind, even magical armor. You can wield shields normally if you are physically able to hold them with your tentacles.
Your unique physiology also limits what kinds of magic items you can attune to or wear; items designed for humanoid limbs may not function for you, at the DM’s discretion.

Tentacular Manipulation

You possess two primary tentacles capable of fine manipulation and 1d6 smaller secondary tendrils that can hold and secure objects.

  • Your two large tentacles function similarly to humanoid arms for the purposes of
    holding weapons, wielding a shield, manipulating objects, or performing somatic spellcasting.

  • Your small tendrils can:
    • Carry bags, pouches, and adventuring gear
    • Secure items beneath your body while drifting
    • Retrieve or stow objects as part of normal item interaction

  • You can only wield or use items that do not require humanoid-shaped hands, fingers, or arms. The DM decides how specific magic items function for you.

  • You cannot benefit from worn magic items that require humanoid body shapes (such as boots, gloves, helmets, or most armor), unless the item explicitly states it adjusts to the wearer’s form.

  • You count as having two hands for rules that refer to holding, wielding, or gripping items.

Aerobic Independence

You do not need to breathe. You are immune to suffocation and can survive in airless environments such as deep water, toxic fumes, magical voids, or vacuum.

Arcane Membrane

Your body is composed of layered arcane jelly that absorbs elemental force but tears easily under physical impact.
You have resistance to acid, cold, fire, lightning, poison, psychic, and thunder damage.
You also have vulnerability to bludgeoning, piercing, and slashing damage.

Magic Resistance

You have advantage on saving throws against spells and other

Telepathic Speech

You can telepathically communicate with any creature you can see within 120 feet.
A creature must understand at least one language.
Your telepathy conveys emotions, memories, and sensations, allowing for deep communication.

Psionic Sense (30 ft)

You perceive creatures and objects through psionic and bioelectric vibrations. You are affected normally by magical darkness.

Aerial Buoyancy

 if you fall, you gently float and descend 60 feet per round until you land. You cannot take falling damage.

Amorphous Drift

You can squeeze through any space large enough for a 1-inch gap without squeezing mechanics.
This does not allow you to bypass magical barriers.

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