Homebrew Aefling Species Details

Aefling Traits

With the blood of angels and devils fighting for dominance, aeflings are a race of embittered individuals in a world of enemies
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
Age. Aeflings reach maturity around the same time as humans, but can live to be over 180 years old.
Alignment. Aeflings tend towards the extremes of good and evil, compelled by one side of their blood.
Size. Aeflings are about the size of humans, with a wider range in build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Infernal and Celestial Resistance. You are resistant to radiant and necrotic damage.
Hand of Health. You call upon your celestial blood to heal wounds. As an action, you can touch a creature and have them regain a number of hit points equal to your level. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after you finish a long rest. This trait can affect constructs and undead.
Hand of Fire. You call upon your infernal blood to harm. As an action, you can touch a creature within range and force them to make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this trait once, regaining all use after you finish a short or long rest.
Languages. You can speak, read, and write Common, Infernal, and Celestial.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d8 150 lb. × (2d4) lb.
As an Aefling, you have these special traits.

Infernal and Celestial Resistance

You have Resistance to Fire damage and Radiant damage.

Darkvision

You have Darkvision with a range of 60 feet.

Healing Hand

As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Hand of Harm

You call upon your infernal blood to harm. As an action, you can touch a creature within range and force them to make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this trait once, regaining all use after you finish a short or long rest.