Homebrew Alestran Species Details
Alestrans are a Celestial species purpose created by the one creator God. Their exact purposes are difficult to guess. They are ancient beyond measure and their exact historical entry or geographically starting origins are not known for certain, but seem to have something to do with a great and powerful item or place or power. Some say all three.
Alestrans are powerful and ancient, with their origins reaching back to the middle to end of the first age of Elves. Though they are not Elves themselves. They are actually a large number of spirits that occupy a single physical body. Alestrans are said to be forged from the well of souls. IT is said by the few who have any knowledge of them that they are dark in color to keep the intense light inside them from escaping. Only through their eyes can one get a small glimpse of the light within.
Alestrans are exceedingly rare. They are ONLY found under extremely unusual circumstances, and then only when aiding an Elven female or a female with at least some Elven blood. Alestrans only aid good aligned female characters and only those with significant Elvin blood.
Allestrans are fearless in defense of their "masters". They will put themselves between their "Master" and any and all harm that might befall her. They are vicious in battle when provoked. But will not attack a creature just because it is evil. The creature in question MUST threaten their "Master" in some significant way before they will use deadly force. Always opting for less than lethal means if at all possible. The exceptions to this are Drow, Demons and Devils or any creature from an entirely evil plane. These she will destroy on site, and will not easily be healed from doing so. Even by her master. A DC 15 wisdom check by her master (or persuasion of preferred) will dissuade the Alestran from killing any of the aforementioned beings.
Skills: Aside from those mentioned elsewhere Alestrans can know alignment of any creature, seen or unseen with a DC 10 Wisdom check. Also they can telepathically communicate with their "Master" at will both ways within 50'. The Alestran may also communicate with her master at any distance 1/day for a duration of 1 round every level of the Master. Alestrans are all dual wielders.
Ability Scores: Alestrans have a total of 45 ability points. Once the points are divided among the six ability scores, Alestrans can "reallocate" 1d4 points after each long rest. The max any one score can be is 21. They may never be lower than 11
They may gain additional points as they advance in level like any other character.
Advancement: Alestrans may advance in any class they wish each time they advance in level. They get all the benefits of the class they advance in up to the level of that class that they have achieved. There is no limit to this and they are not limited by alignment or race. However, they may never take actions of learn spells, abilities,, feats or traits that are specifically evil. DM's discretion used here. They have no limits to he numbers of classes they can learn. They advance as their class of choice in all other ways. The class must be announced prior to beginning the ascent to the next level for player DM purposes. DMs may opt to determine this at random if the player forgets.
AC / Armor Class: The base armor class for an Alestran is 8. They may use any jewelry or other magical item to boost their armor class as long as it is not more than 10 lbs in weight total and will not interfere with their wings. Alestrans get triple the AC bonus from Dexterity as other races. In addition that bonus is doubled when they are flying.
Alestrans never wear armor or much in the way of clothes, save light flowing garments and normally those only for disguise of attempting to "blend in"
Hit Points: An Alestran always starts with at least 77 hit points, but may start with as many as 100. (DM's option to allow 1, 2 or 3 d10+1 to the 77)
Regeneration: If not poisoned or diseased, Alestrans regenerate 1d4 HP per round.
Healing: Alestrans may opt to pass on their regeneration to their masters (up to 50' away) as healing (not regeneration). They may only regenerate their masters by touch (in lieu of themselves)
Weapons: Alestrans may only use bladed melee weapons that are light or finesse in nature. Typically they will dual wield and typically with two weapons of high quality if not magical.
Combat: The preferred method of combat for an Alestran is Melee while flying. Though they will use their racial traits and / or spells with equal enthusiasm if the situation calls for it.
Movement: Alestrans can never be flanked while flying, and never suffer attacks of opportunity or surprise while flying. Additionally they can double move or disengage for the cost of 1 action, but have 2 actions per round if they are used as melee or movement. See also Bonus Actions.
Bonus Actions: Alestrans don't start with bonus actions, but can gain them from items, spells, or classes. If they do have bonus actions, they may use them during double movement if they wish.
Immunity: Alestrans can only be hit by magical weapons or spells or normal missiles fired from magical weapons. Alestrans cannot be charmed, and have a 50% resistance to any scrying attempts or fear.
Alestrans cannot be cursed, but their physical bodies can be both poisoned & diseased. (though they cannot die from poison or disease, just weekened. Even to the point of immobility and unconsciousness)
Starting Level: Alestrans go through life cycles, and the life cycles are always in conjunction to the life of the Elf or Half-elf female they are "assigned" to aid. Once their "master" has been "released" unto death, Alestran's "reset"
A "reset" Alestran starts at 8th level, and earns experience as a rogue. but gains each level from 9th thereafter as any class she wishes. For this reason, Alestrans are very powerful characters and this should not be taken lightly by the DM. They are designed to be a compensation by the creator for the great powers of evil in the world.
At 10th level: The Alestran may 1/day wail like a Banshee as follows: Wail (1/Day). The Alestran releases a mournful wail, provided that she isn't in Darkness. This wail has no effect on creatures of good alignment. In fact all they hear is musical singing similar to a number of birds. All other creatures of 8 HD or less, within 50 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes (5d6) psychic damage. Also on failure creatures who are evil that are 5 HD or less die outright.
at 15th level: An Alestran can summon another Celestial of good alignment 1/week to come to her aid OR The aid of her Master, even if in an entirely different location than the master. This being will typically be in Angelic form and be of at least 12 HD.
Alestran Traits
Alestran's can fly extremely fast, and can double move while flying and still perform at least 1 action.Age (immortal)
Alestrans are immortal unless killed. There were only ever 777 Alestrans total. At least 121 are known to be "released" (deceased). Leaving only 656 that could possibly still be in existence.
Alignment
Alestrans are always of a Lawful Good Alignment
Size
Alestran's are all the exact same height: 6'3" tall. They all have a wingspan of 6' 3".
Speed
Your base walking speed is 30 feet. Flying is 90 feet
Flight (Enhanced)
Alestran's may not wear armor. They may only wear robes. They may not wear anything while flying.
Darkvision
Alestrans have powerful Darkvision and are as adept at Darkvision as Drow are.
Stunning Beauty
Alestrans never have a charisma less than 16 unless employing their fear ability. They may at will, as part of their charm person ability increase their Charisma to 21 for the duration of the charm person attempt.
Languages
Alestrans speak Common, all Elf dialects, all human dialects and all celestial dialects with perfection. All other languages are subject to a DC 9 intelligence check.
Animal Freindship
This is not a magical effect, but one more akin to psionics and vibration, and communication of body language.
Celestial Fear
This Fear is more primal than normal fear as the evil creatures are filled with visions of what awaits them in the afterlife.
This fear is so profound that if 1 HD creatures fail the DC 15 wisdom check, they actually die from fright.
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