Homebrew Astral Visitor Species Details
The nobles are unhappy. I understand their reasoning; we try to rebuild our nation and survive the changes in Cardalla, but the exploitation of Essence is slow and expensive. To simply leech life from others is fast, easy, and gives one a feeling of power. It is a heady thrill that gives sensations of virility and perception -- almost invincibility.
But I cannot accept this. It is expedient, but that does not make it just or right. Sadly, my hand has been forced and I have little choice but to let the sages and alchemists study, seeking an answer that is pleasing to their greedy patrons. We will forge ahead with research and improve our knowledge -- though I do it for other reasons. For my part I would see our people resist temptation, even if it presents a risk. There is a reason that the first word of the royal seal is "honor."
-King Leofric Auir
Honor, duty, survival
The Astral Visitors, or "Guides" as they refer to themselves as, are a faction of knights and town-builders dwelling in the astral sea, an aristocratic society that believes in honor, virtue and justice. To succor the weak, to champion what is just, to root out evil wherever it may lurk - those are the ideals by which these noble warriors would live.
And yet, the Astral Visitors are a crippled people that exist only as spirits wrapped in their great suits of essence-enhanced armor. Other nations view them as monsters, for their race was fading when it discovered a deadly secret - that by consuming the life forces of a sentient being they could extend their own life span. This rite of consumption is, obviously, a betrayal of their principles and their history. The greatest hope of the Astral Visitors, therefore is develop magic that will break this curse and allow them to live without destroying others.
Though the question remains, and haunts their thoughts: Even if they did find a cure, would they want to give up this powerful gift? Their codes and morality insist 'yes', but in their hearts it is much less clear...
Joslyn states that, beyond any shadow of a doubt, the pendant and the Circlet were once the controls of a great arcane machine. Further study, however, has shown indications of where a missing third piece may be. If the third piece has any resemblance to the powers of the first two, its discovery is of the utmost importance for the empire. The material plane does not release her treasures without a tithing of blood, however. Let us hope the thing will be worth the lives it will cost to obtain it.
-King Leofric Auirs last journal entry
Astral Visitor Traits
Your Astral Visitor character has some qualities in common with humanoids and some that are unique to your race.Armor bound
Whenever you finish a long rest, you can touch one set of armor or clothing that you are proficient with. You gain +1 AC when wearing this armor set and you are unable to wear any other form of armor without preforming this ritual again. You must be bound to at least 1 set of armor or clothing at a time or lose your corporeal form and consequently your life
Ravenous Hunger
Astral Visitors must drain a magical item, or sentient creature Medium size or larger of their magical essence every 3 days in order to sustain and maintain themselves, or they suffer a penalty of -2 to all ability scores except intelligence. This penalty increases by -2 for every 3 days you go without essence. Consuming essence restores any lost attribute points unless you are ravenous.
If your wisdom attribute drops to 0 in this way you immediately become paralyzed. This paralysis ends if a creature within 20 feet of you dies, or if a very rare magical item is placed in your hands allowing its essence to transfer to you.
Awakening from this paralysis causes you to become ravenous, craving living essence.
After you consume two sentient creatures Medium size or larger in size you are no longer considered ravenous
Appetite for Essence
As a bonus action, you enhance your attacks for the round. Any attack roll made against creatures drain life for the remainder of your turn. On a hit, the target suffers the attack’s normal effects, and makes a Constitution saving throw. On failure, they take 1d6 necrotic damage, and you heal for the damage dealt by the d6. On a success they take no damage. Save DC for the siphon is 8 + proficiency bonus + constitution modifier. You can use this feature equal to a number of times equal to your proficiency modifier, these charges are restored on a long rest
Hit, miss or save the siphon charge is lost.
Incorporeal form
You are immune to disease and resistant to poison owing to the lack of any physical biological matter to affect. You also do not need to eat, drink or sleep, though You still need a 8 hour period of 'rest'.
Ability Score Increase
Your Constitution score increases by 2. Your Strength score increases by 1
Languages
You can speak, read, and write Common and one extra language of your choice.
Alignment
Astral Visitors tend toward the lawful alignment with most being good. The best and the worst are found among them.
Size
Astral Visitors vary widely in height and build, from slightly above 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.