Homebrew Asari Species Details
The asari, native to planets in wildspace, are often considered the most influential and respected sentient species in the galaxy to races who travel wildspace, and are known for their elegance, diplomacy, and psionic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Mind Flayers, and the first to discover and settle the colonies in other planets in the Astral Sea.
A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding diplomatic networks in the astral sea and have been at the heart of galactic society ever since.
Asari come of age at 100 years old, and most become a matriarch upon reaching 800 years old. They are encouraged to seek out friendship with other lifeforms instead of keep to their own kind, considering nothing to be gained by keeping to their own species. Unlike their bretheren the Mind Flayers, they take a distinctly different approach embracing individuality and not forcing other species to join their societies, but convincing them and learning from them. Despite appearances to the contrary, asari dancing is more than just a way to fleece money from interspecies admirers. It is actually a form of martial art, akin to tai chi or capoeira. In combat, their fighting can be mistaken for a dance.
Asari Traits
Creature Type: Aberration
Size: Asari are slightly taller and more slender than humans, usually ranging from 5 to 6½ feet tall. Your size is Medium.
Speed: 30 feet
Biotic Sensitivity
Your aberrant nervous system reacts naturally to magical and psionic forces. You have resistance to psychic damage. Additionally, whenever you fail a saving throw against being charmed by a spell or psionic ability, you can reroll the save. Once you succeed with this trait, you cannot use it again until you finish a long rest.
Aberrant Grace
You gain proficiency in the Persuasion skill. Additionally, your facial and body features reflect and appear specifically to the creature you are talking to, i.e. a lizardfolk would see you as another lizardfolk but with tentacle hair and aberrant features on the back of your head (though your size and weight does not change). If creatures you are talking to don't have truesight. you have advantage on Charisma (Persuasion) checks made to peacefully defuse tension or mediate conflict between creatures that can understand you. If they do have truesight, you instead have disadvantage as your true form is revealed to them.
Psionic Innateness
If you have a subclass that has psionic abilities such as psionic die or aberrant sorcerous origin, you can regain a charge or use of an ability once per day or a spell slot no higher than 6th level. Additionally, you possess a deeply intimate psychic connection ritual known as the Synchrony. Over the course of 1 minute of uninterrupted physical contact with a willing humanoid, you can establish a psychic link that lasts for 1 hour. While linked, both creatures can communicate telepathically while within 1 mile of each other and you learn each other's surface emotions automatically. Once during the duration, either creature may add a d4 to an Intelligence, Wisdom, or Charisma ability check made outside combat.
Biotic Spells
You know the mind sliver cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (chosen when you select this species). At 3rd level, you can cast detect thoughts once without expending a spell slot. You regain the ability to do so when you finish a long rest. At 5th level, you can cast calm emotions once without expending a spell slot. You regain the ability to do so when you finish a long rest.
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