Homebrew False Angel Species Details

Using the genetics of several species, you have been created in the likeness of an angel.

False Angel Traits

Traits

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Languages

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

Mimicry

While you are unable to shapeshift like your changeling cousins, you do have the uncanny ability to replicate any voice you've heard in any language you're proficient in. You can use this to get advantage on deception and persuasion checks dependent solely on hearing.

Genetic Modifications

 You may choose two of the following traits. At level 12 you may choose a third.


- Wings: You gain a fly speed equal to your walk speed. At level 10 you grow a secondary set of wings, giving you an additional 10ft fly speed
- Tail: You may choose to gain proficiency in either athletics or acrobatics
- Divine judgement: You gain proficiency in insight
- Radiant hands: choose one of the following two subtypes
- Radiant hands: Healing - You can touch one creature to heal or stabilize them, allowing them to regain a number of hit points equal to 2d4+your level. You take half of the regained hitpoints as necrotic damage.
- Radiant hands: damage - When you succeed an attack roll, you may choose to add an additional 2d4+your level in radiant damage to the total damage of the attack. You take half of the additional damage as necrotic damage.

H.A.L.O

Every artificial angel is connected via a sort of hive mind used to connect and track the experimental beings. By tapping into this hive mind up to 3 times per day (increasing by 1 every 3 levels above level 3), you can choose one of the following benefits. You can exhaust an additional point to go undetected when using this ability. 


- You can tell approximately how close one of your ‘siblings’ is to your current location. Either tapping the nearest one or a specified one. Your creator can locate you without your detection at any time. 

- You can open a line of communication between yourself and a specified one of your ‘siblings’ or to your creator. This line of communication lasts until one of you cuts it off, at which point the charge is expended. You cannot cut off the line if your creator is the one contacting you. 

Physical Instability

Physical instability:

Due to your genetic modification, your body and mind have a tendency to be unstable. Once per week during a long rest you must consume one vial of [insert substance here]. This substance can either be received from the doctor who created you, created using an alchemy kit, or purchased from some shady street urchins. If you do not do this, you must roll a DC 12 constitution saving throw. For every week you continue not to take the substance, the difficulty of class increases.

On a failed save, roll a d8 to receive one of the following effects which will be present until you take the substance. You can have multiple effects at once.
1 - You have disadvantage on stealth checks (disorientation)

2 - Every time you cast a spell level 1 and above, you take psychic damage.  (Migraine)
1-2: 1d4, 3-4: 1d8, 5+: 1d12.

3 - You have disadvantage on ranged attack roles (disorientation)

4 - Your fly speed lowers by 10 feet (wing mechs tightening up)

5 - When you heal yourself, your healing is less effective due to your genetic instability. You only regain half of the hitpoints. (Genetic Instability)

6 -  You have disadvantage on charisma based checks. (Paranoia/Disorientation)

7 - You have disadvantage on Intelligence saves (Disorientation)

8 - You gain 1 point of exhaustion

Resistance

You have resistance to radiant damage. You are immune to poison damage.

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