Homebrew Aquatic Aasimar Species Details
An Aasimar born of aquatic ways, through a god who's domain covers the largest area in the known world. By being possessed by a divine being your body changes you forever taking on some aspect of your divine assaulter's visual image.
Age
An Aquatic Aasimar mature is born as a normal mortal species, but after a divine possession their body changes.
Alignment
Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.
Speed
Your base walking speed is 30 feet.
Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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 can't discern color in darkness, only shades of gray.
Aquatic Aasimar Traits
An elemental Aasimar
Ability Score Increase
Your Constitution raises by 2 and Charisma by 1.
Languages
You can speak, read, and write in Common, Celestial, and Primordial.
Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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 can't discern color in darkness, only shades of gray.
Celestial Resistance
You have resistance to ice damage and radiant damage.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Aquatic Aasimar.
Ability Score Increase
Your Wisdom increases by 1.
Amphibious
You can breathe the air and water.
Call To The Wave
You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Ocean Soul
Starting at 3rd level, you can use your action to unleash the oceanic energy within yourself, causing your eyes to glimmer and two translucent, wave-like wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra ice damage to one target when you deal damage to it with an attack or a spell. The extra acid damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Terror of the Deep
At 6th level as a bonus action, you can teleport to a water surface within 30 feet and and strike with advantage. If the target is wet, deal critical damage.
Avatar of the sea
At level 10, your god recognizes you as their own, and now allows you to reroll any dice roll you do in battle once per turn. Also your first strike now makes the enemy wet, and the second strike in a row freezes them unless they save a DC 15 constitution check.
Aquatic Aasimar Traits
Through your aquatic lineage you now gain special traits.
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