Homebrew Aurlamir Species Details

Aasimar by blood, yet tainted by something else. Their blood carries a mix of conflicting traits, yet still aligns well enough for a complex yet engaging variant. They are granted heightened senses, innate vitality, and a quiet unnatural presence. While they walk convincingly enough among mortals, they are often cautious, careful of the limits imposed upon them by their nature, and are keenly aware of the world around them. Their celestial spark is present, yet imperfect, sometimes even impaired. They have a subtle resilience and occasional flashes of instinctive power. Most Aurlamir present themselves as solitary or reserved, yet maintain strong loyalties.

Aurlamirs can be created through birth, or are Aasimars that were exposed to Vampirism that may not have fully contracted the disease resulting in a half breed like status.

Aurlamir Traits

Aurlamir are rare beings born or created of celestial ancestry with vampiric traits.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score by 1.

Alignment

Aurlamir tend toward chaotic or neutral alignments.

Size

Your size is Medium

Speed

Your base walking speed is 30 ft

Appearance

You have thin, delicate, yet noticeable fangs. You cannot hide these.  Your skin is also noticeably pale for its tone, taking on hues of gray and white.

Dark Vision

You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can discern some colour, however it is very muted.

Languages

You can speak, read, and write Common and Celestial.

Feed

 

As an action, you can feed on a willing creature, an incapacitated creature, or a creature you are grappling within 5 feet of you. The creature takes 1d6 piercing damage, and you regain hit points equal to the damage dealt. This damage cannot reduce the creature below 1 hit point.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Hunger

If you finish 3 consecutive days without using your Feed trait at least once, you gain one level of exhaustion. This exhaustion cannot be removed except by using your Feed trait.

While you have exhaustion from this trait, you have advantage on Bloodsense checks.

Bloodsense

You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track a creature that is missing hit points, provided it is within 60 feet of you and not behind total cover.

You often pick up on the heartbeats of those near to you. Sensations of tension, pulse, or unease around wounded creatures, providing proficiency on Wisdom (Insight) checks when concerning reading creatures emotions.

  • Because of this, you can also sense whether a creature is living, dead, or undead.

 

Tainted Vitality

You have disadvantage on saving throws against effects that deal radiant damage.

You have disadvantage on saving throws against effects that would charm or frighten you if they originate from a celestial creature, consecrated area, or divine spell.

  • Additionally, whenever in the presence of a holy insignia, or otherwise heavily religious material, you are naturally at unease and prolonged exposure may result in mild nausea.

Whenever you regain hit points from a spell or magical effect, you regain only half the hit points rolled (rounded down). This does not affect hit points regained from your Feed trait, Hit Dice spent during a short rest, or nonmagical sources of healing.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Additionally, your skin breaks out into a noticeable rash that looks like burns. 

Restricted Presence

You cannot willingly enter a consecrated location (such as a temple, shrine, or hallowed ground) or a private residence without explicit invitation from a creature with authority over that space. If you attempt to do so, you must succeed on a DC 12 Wisdom saving throw or be unable to cross the threshold. On a success, you may enter, but you have disadvantage on Charisma (Persuasion) checks while inside. Once invited into a specific location, you may enter it freely thereafter unless it is re-consecrated.

Public spaces, such as town squares, marketplaces, or other areas open to the general populace, do not require invitation, as entry is implied by their public nature.

An Uncanny Presence

Divine beings, creatures with celestial ancestry, fiends, and undead instinctively react to you with unease. They recognize elements of their own nature within you, but sense that something about you is fundamentally wrong. Such creatures are predisposed to distrust you, may hesitate to accept your intentions at face value, and are more likely to treat you as a threat, anomaly, or a failed creation rather than an ally.

Creatures of other nature find something off about you, however cannot tell what by immediate presence alone, and are therefore typically indifferent to you. 

Celestial Lineage

Due to your lineage,  you maintain the Light Cantrip, however it is treated as a spell.

Utilizing the Light Cantrip may be used during combat, and additionally requires concentration as it does not come natural to you. The magic feels wrong and uncomfortable in your veins, yet it is doable.

Using this magic does exhaust you however, and is only replenish able after a long rest.

Sanguine Exchange

You can give a mortal creature some of your blood to transfer life force.

  • Range: Touch

  • Effect: You take 1d6 damage, and a creature of your choice within 30 ft regains that much HP.

  • Limit: Can be used a number of times equal to your proficiency bonus per long rest.

  • Self-healing: You may not target yourself.

  • Combat Use: May be used during combat. 

Levels 1-5: 1d6

Levels 6-10: 2d6

Levels 11-16: 3d6

Levels 17+: 4d6

 

 

The Night’s Grace

 You thrive in darkness. While in dim light or darkness, you gain the following benefits:

  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

  • You have advantage on Dexterity (Stealth) checks.

  • You gain a +1 bonus to your AC

These benefits do not stack with other effects that grant advantage in darkness.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2026 2:35:06 AM
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