Homebrew Aethryn Species Details
Aethryn are sentient fragments of a cosmic progenitor who sacrificed itself by merging with a dying god during ancient divine wars. Scattered across the planes after that union, these beings seek hosts to bond with, striving to reclaim their lost power and, fragment by fragment, ascend once more toward the grandeur of their original form.
In the process, they strengthen and protect their bearers, for in every symbiosis they see another step in their own evolution.
Aethryn Traits
Los Aethryn se unen con un huesped para poder usar su poder. Su simbiosis fortalece a ambos, aunque no siempre es voluntaria.Ability Score Increase
Your Constitution score increases by 2, and your Wisdom or Charisma increases by 1
Darkvision
Accustomed to existing in lightless voids between planes, you have superior vision in dark and dim conditions. 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
Telepathy
You can speak telepathically to any creature you can see within 60 feet of you, provided the creature understands at least one language.
This communication doesn’t give the creature the ability to speak telepathically to others.
Symbiotic Nature
You do not require sleep. Instead, you must spend 4 hours in a state of inactivity and nutrient absorption to gain the benefits of a long rest. During this time, you remain conscious.
While you are fused with a host, the host cannot gain the benefits of a long rest.
For the host to complete a long rest, you must voluntarily separate and remain apart for a long rest.
True Form
When you are not fused with a host, you exist as an amorphous and vulnerable organism.
While in this form, you cannot wear armor or benefit from armor in any way. Your Armor Class equals 12 + your Constitution modifier.
You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape a grapple.
Additionally, you can move through a space as narrow as 1 inch wide without squeezing.
Parasitic Bond
As an action, you can attempt to fuse with a creature within 5 feet of you, dealing 1d4 necrotic damage to it (this damage cannot be reduced in any way).
If the creature is willing, the fusion automatically succeeds.
If the creature is unwilling, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or the fusion succeeds. On a success, you cannot attempt to fuse with that creature again until you finish a long rest.
While fused:
• You occupy the host’s space and use its size and movement speed.
• You cannot be directly targeted by attacks or effects that require a specific target.
• Shared Damage. Whenever the host takes damage, you take half of that damage (rounded up). This damage cannot be reduced by your resistances or immunities and you can't take damage by your own.
The host gains the following benefits while you remain fused:
• A +2 bonus to AC.
• Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
• A natural weapon that deals 1d8 slashing damage. The host may use Strength or Dexterity for the attack and damage rolls.
Struggle of Wills
When you are fused with an unwilling host, a battle for control occurs.
At the start of each of the host’s turns, both you and the host make a Wisdom check (1d20 + Wisdom modifier). These rolls are contested.
• If the host wins, it can use its action on that turn to expel you. The fusion immediately ends, and you appear in the nearest unoccupied space of your choice within 5 feet of the host.
• If you win, the host loses its turn. You control the body for that turn, using its movement and one action. You cannot use the host’s class features, spellcasting, or limited-use abilities—only basic actions and your own racial traits.
• If the result is a tie, the host acts normally.
The host retains awareness, can speak at any time, and continues to perceive through its senses regardless of who controls the body.
Predatory Movement
While you are fused with a host, its physical mobility is enhanced by your unnatural physiology.
• The host’s long jump and high jump distances are doubled.
• The host gains a climbing speed equal to its walking speed.
• The host ignores the first 50 feet when calculating falling damage.
Absolute Synchronous Bond
If you are fused with a willing host and there is no internal conflict, your bond reaches perfect harmony.
• The host has advantage on initiative rolls.
• The host cannot be surprised while you are conscious.
• You and the host share senses. You perceive everything the host perceives through its senses, and the host perceives through yours.
• In combat, you take your turn immediately after the host’s turn. On your turn, you may use any remaining movement the host has not used this round and take your actions. You can only use your own racial traits, attacks, or spellcasting, not the host’s class features or limited-use abilities.
Organic Replacement
While fused with a willing host, you can use your action to permanently reshape your body to compensate for severe physical damage for the duration of the bond.
You can:
• Restore the functional use of a lost or disabled limb.
• Restore a damaged sense (sight, hearing, or smell).
• Allow the host to ignore disadvantages imposed by severe injuries.
These changes last only while the fusion persists. When the bond ends, the restored functions are lost unless the condition was cured by magical or medical means during that time.
Organic Weapons
Organic Weapons (Level 9)
While fused with a willing host, you can use a bonus action to manifest an organic weapon formed from the host’s body.
Choose any melee weapon with which the host is proficient. The manifested weapon functions exactly as a normal version of that weapon.
The host cannot be disarmed of this weapon, and drawing or dismissing it requires no action.
The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The weapon disappears if the fusion ends.
Shared Concentration
Your bond allows you to reinforce your host’s magical focus.
While you are fused with a willing host, when the host takes damage while concentrating on a spell, you can use your reaction to make the Constitution saving throw to maintain concentration in its place, using your own Constitution saving throw bonus.
If you succeed, the host maintains concentration as normal.
If you are currently concentrating on a spell when you use this feature, you immediately lose concentration on your spell.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Abyssal Awakening
When the willing host you are fused with drops to 0 hit points but is not killed outright, you can use your reaction to awaken your true predatory form.
You immediately separate from the host and engulf it within your mass. The host disappears inside you, stabilized at 0 hit points, unconscious but alive.
While engulfed:
• The host cannot be targeted by attacks, spells, or effects.
• The host does not need to breathe, eat, or drink.
• Any effect that would target the host must affect you instead.
You occupy the space previously shared. Your size becomes Medium for the duration.
For 1 minute, you gain the following benefits:
• Your walking speed becomes 50 feet, and you gain a climbing speed of 50 feet. You can move along walls and ceilings without needing free hands.
• You have advantage on saving throws.
• You gain resistance to bludgeoning, piercing, and slashing damage.
• You can use your action to make a Tentacle attack: +8 to hit, reach 10 ft., one target. Hit: 2d8 + your Constitution modifier bludgeoning damage. This attack counts as magical.
While in this form, you cannot fuse with another creature, cast spells (except innate spells that require no components), or use features that require fusion.
At the end of the duration, you deposit the host in the nearest unoccupied space. The host remains unconscious and stable at 0 hit points.
If you drop to 0 hit points during this transformation, the host is expelled and falls prone in the nearest space.
Once you use this feature, you cannot use it again until you finish a long rest.
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