Homebrew Aeralume Species Details

Description

Aeralume are tiny fey beings whose bodies have been enhanced with arcane grafts, blending natural fairy traits with adaptive Simic-like modifications. Standing no taller than a halfling, their translucent wings shimmer with iridescent colours that shift depending on their surroundings, and faint bioluminescent patterns trace their limbs like living constellations.

Some bear subtle biological grafts—retractable claws, chitin plating, gill slits, or membrane fins—that allow them to thrive in extreme environments, from frozen tundras to scorching deserts and deep oceans. Aeralume are curious, whimsical, and highly adaptable, always observing, learning, and adjusting to the world around them.


Ability Score Increase

  • +2 Dexterity

  • +1 Charisma


Size

  • Small
    Aeralume stand between 2 and 3 feet tall and weigh 20–40 pounds.


Speed

  • Walking speed: 25 ft.

  • Flying speed: 30 ft. (cannot fly while wearing medium or heavy armour)


Type

  • Fey


Languages

  • Common

  • Sylvan

Aeralume Traits

An Aeralume is a mixed race between a Fairy and a Simic-Hybrid

Adaptations by level

Level 1 – Starter Adaptations

Choose two from:

  1. Amphibious – Breathe air and water.

  2. Gliding Membrane – Glide horizontally 2 ft per 1 ft of fall; ignore 20 ft of fall damage.

  3. Climbing Claws – Climb speed = walking speed.

  4. Natural Armor – AC = 13 + Dex.

  5. Bioluminescent Pulse – Dim light 10 ft; once per long rest, blind 1 target in 10 ft (Con save).

Level 3 – Early Growth Adaptation

Choose one additional adaptation:

  1. Chitin Plating – +1 AC.

  2. Adaptive Resistance – Choose cold, fire, or lightning; gain resistance 1 long rest.

  3. Symbiotic Healing – Bonus action, heal 1d6 + proficiency, 1 long rest.

  4. Aquatic Propulsion – Swim speed = flying speed.


Level 5 – Enhanced Adaptation

Choose one:

  1. Reinforced Wings – Fly speed +10 ft; can hover.

  2. Enhanced Gliding – Take no fall damage from any height.

  3. Natural Camouflage – Advantage on Stealth checks in natural environments.

  4. Toughened Skin – +1 AC.


Level 7 – Multi-Sense Adaptation

Choose one:

  1. Darkvision – 60 ft.

  2. Enhanced Hearing – Advantage on Perception checks relying on sound.

  3. Temperature Adaptation – Immune to extreme environmental damage (heat/cold).

  4. Pressure Adaptation – Can survive underwater or high-altitude pressures indefinitely.


Level 10 – Symbiotic Enhancement

Choose one:

  1. Regenerative Tissue – Heal 1d6 + Con per short rest.

  2. Toxin Resistance – Advantage on saving throws vs. poison; resistance to poison damage.

  3. Adaptive Morphology – Once per long rest, temporarily grow a claw, fin, or wing for 1 minute; gain +1 AC or +1 to Str/Dex-based attack.


Level 15 – Apex Adaptation

Choose one:

  1. Elemental Affinity – Choose an element: once per long rest, gain immunity to that element for 1 minute.

  2. Extra Flight Speed – Fly speed +10 ft; ignore difficult terrain while flying.

  3. Adaptive Camouflage – Advantage on Stealth + invisibility-like effect for 1 round once per long rest.


Level 20 – Master Adaptation

  • You can choose any 3 previous adaptations to use at will (permanent, not limited by long rest).

  • Wings glow with bioluminescence automatically in darkness.

  • Immune to environmental hazards (cold, heat, pressure, water) and nonmagical hazards from terrain.

Fey Ancestry

Fey Resilience

  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Innate Fae Magic

  • You know the Prestidigitation cantrip.

  • You can cast Faerie Fire once per long rest.

  • At 3rd level, you can cast Detect Magic once per long rest. Charisma is your spellcasting ability for these spells.

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