Homebrew Chasturian Apostle Species Details
You are the spawn of a primordial formless Deity called of the Avatar of Discord(or AOD, spelled ode ),you as one of its mortal descendants have these traits in your true form, have horn(s), Red colored skin for the left half of your body and a silvery white for the right, you also have a purple colored iris and horn(s)on your left side and gold colored Iris and horn(s) on the right , have sharp triangular teeth, and a face with the only features being a mouth/jaw(s) and eye(s) with catlike pupils(most of the time though it may vary)and sometimes hair(which on the right half of your body is golden colored and the left side is colored purple)
Chasturian Apostle Traits
As discord’s children , you have the following racial traits.Specialized physical form
Do you gain a 30 foot flight climbing or swimming ability of your choice
Psychic blessing
You resist psychic damage and can cast a invisible mage hand spell that requires no (V,S,M) components
Angelic Weapons
. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness
Divine Awareness. The solar knows if it hears a lie.
Innate spell casting
Innate Spellcasting. The solar's spellcasting ability is Charisma .
Magic Resistance
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Heal
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Teleport
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing burst
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6)radiant damage on a failed save, or half as much damage on a successful one.
Blinding light
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Resistance
Resistance
Celestial nature
Your Wisdom score increases by 2 and your Constitution score increases by 1. An ability score cannot be increased beyond 16 this way. You become a Celestial in addition to any other creature types you are. Spells and abilities
that affect Celestials of a specific CR have no effect on you.
Divine binding
Your body and soul are bound to a divine plane of existence. You have disadvantage on death saving throws as the plane attempts to pull you back
to it. If you would be killed, your soul has been taken back to Chaster
divine clemency
When you or a creature you can see within 60 feet takes damage, you can use your reaction to cast a spell of 1st level or higher. This spell must target the damaged creature and restore hit points to it. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
Purge affliction
When you cast a spell that restores hit points to an ally, you can also remove one condition being inflicted on them by a spell or ability.
Beacon of Tyrants
You have become a Seraph of noted virtue and divinity. This has made you a target for all that is dark in the world. Whenever you or an ally within 30 feet commits an act of greater evil, such as murdering a helpless innocent, a small amount
of darkness attaches itself to you, and you gain 1 corruption point (to a maximum of 5). Whether the act constitutes greater evil is determined
by the GM. Whenever you make an attack roll against an evil creature, or make a saving throw against a spell or ability from an evil creature, subtract the number of corruption points you have from the roll. Whenever you complete a short or long rest, and have prayed for at least 1 hour, you can reduce the number of corruption points you have by 1.
Aura of Resilience
You emit an aura of invigoration and fortitude. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura is reduced to 0 hit points, they are reduced to 1 hit point instead. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest.
Chaster’s Call
Your new native plane attempts to draw you to it, laying claim to your form. Whenever you roll a natural 1 for a saving throw against a magical spell or ability, you take 1d6 force damage per 2 class levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the material plane. For example, a 6th level Fighter would take 3d6 force damage. This damage ignores resistances and immunities.
Creature Type
You are a Celestial
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your 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 and can change your size between Medium and Small. 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 an individual 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.
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