Homebrew Aasimarian/Drow Dragon Souled Species Details

Aasimarian/Drow Dragon Souled combine the strengths and weakness of aasimar, drows and Dragons.  It sounds a little overpowered, huh! I tried very hard for it not to be.

So how did this happen well keep on reading to find for an example...

One day a Aasimar was hiking or flying the Ashkeeper Peaks and found a Drow lying half dead surrounded by dead Drow guards. They take them to a cave they had scouted earlier and tries to heal them to the best of their ability. As the Drow heals the Aasimar finds that they are different from any of the race they have met before. Could it be because they worship another then the accepted Parthenon of the Drow religion. And as the Drow heals they find that this Aasimar is different from the stories they have heard. the fact that he did not kill me is different in itself. Maybe its because they are half-elf. (Yes they are half-elf but saying Half-elf Aasimarian half Drow with Dragon Aspect was a bit to much). As time goes on and they travel together the fall in love and settle down somewhere together, most likely on the edge of some deep wooded area to protect the Drow from sunlight... Or just ah... boom chicka wow wow. But this is my back story and I'm romantic, dammit. Eh hem well lets continue...

A few years later the meet a weary stranger on the road and invite them to stay for a while, they become friends and as the traveller visits them often the become really close friend - like family. The weary stranger is actually an Ancient Golden Dragon and he is on his final journey. One day they find their friend gasping for breath and as they look on in wonder their friend shifts into his dragon form and with his final breath he gifts them both with part on his soul so they can live longer lives together. And Unknown to them a the time one of them was pregnant... You figure out which one.

 

Celestial Champions

Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.

Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.

Hidden Wanderers

While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.

When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

Aasimarian/Drow Protector Metallic Dragon Souled Guides

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. 

The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.

As part of fleshing out an aasimar character, consider the nature of that character’s angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character’s guide.

 

d6 Angelic Guides
1 Tadriel
2 Myllandra
3 Seraphina
4 Galladia
5 Mykiel
6 Valandras
d6 Nature
1 Bookish and lecturing
2 Compassionate and hopeful
3 Practical and lighthearted
4 Fierce and vengeful
5 Stern and judgmental
6 Kind and parental

 

 

Aasimarian/Drow Fallen and Aasimarian/Drow Dark Fallen Guides

 

Both of the Fallen Sub-races had been grasp of an evil being and been tricked into believing that they were Angelic/Deva Guides. The Aasimar do not talk about their guides to others. So not knowing what to expect the could be easily fooled as children. They would use false names and guises in dreams and speak and give direct commands. They would lead them away from the greater good to solve smaller issues which would, most likely, lead to greater evil. These evil beings would punish and repudiate them whenever they didn't follow the "ordained path.”

Aasimarian/Drow Fallen Metallic Dragon Souled never followed the path blindly these tricksters intended to lead them down. They would try to do good according to their conscience when they felt the need even if it meant disobeying their guide. They hated when the guide tried to intimidate them into following their guidance. "They would actively work to bring down unjust rulers and organizations, while liberating any oppressed people they came across. They often lived nomadic or solitary lives, finding the laws and regulations of many societies distasteful.” I know all i described above is chaotic good, but believe me you can play this sub-race Neutral. What better character to say, “Meh” that the Aasimarian/Drow Fallen Metallic Dragon Souled. (A joke; don’t stone me in the comments). 

Aasimarian/Drow Dark Fallen Monochromatic Dragon Souled were either fooled by these false guides, figured it out or were told and completely embraced the darkest vile evil. 

Please choose roll 1d6 to know who is your dark lord and roll 1d6 to find out what there nature is. 

D6 Demon Lord DL (3) or Lord the Nine Hells LNH (3)
1 Belial LNH
2 Baalzebul LNH
3 Graz’zt DL
4 Lolth DL
5 Mephstopholes LNH
6 Orcus DL
D6 NATURE
1 Demanding and haranguing
2 Malicious and pessimistic
3 Deviant and anxious
4 Cruel and vindictive
5 Harsh and merciless
6 Callous and aloof

 

Reseach the Demon Lord or Lord of the Nine Hells you roll in the Monster Manual and online and discuss it with your DM.

Conflicted Souls

Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.

Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. 

Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible.

The Darkness of the Drow

Hidden Woodland Realms

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

Names

Most aasimar are born from human parents, and they use the same naming conventions as their native culture.

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

 

Subrace

Three subraces of Aasimarian/Drow Dragon Souled - Fallen & Aasimarian/Drow Dragon Souled - Protector. Choose one of them for your character.

 

 

Aasimarian/Drow Dragon Souled Traits

Your aasimar character has the following racial traits.

Soul Draw

 

You can use the have the 4 dragon abilities access for a combat pool and 4 from movement pool you can only use i ability from each pool per after a long rest.

You need to have a short rest between using the 4 different abilities and long rest after use to restore.

Broken down into 4 lists to choose from

 

Combat: Defence

 

  • Dragon Scales - Spend 1 action to increase your AC +1 and gain elemental resistance from Dragon soul that character is imbued with. eg Gold Dragon resistance to fire. This last for 1 minute (10 rounds) and will be restored after a long rest. 
  • Dragon Skin - Spend 1 action to increase your AC +1 and to gain resistance to non-magical bludgeoning, piercing and slashing damage. This last for 1 minute (10 rounds) and will be restored after a long rest. 
  • Dragon Elemental - Spend 1 action to activate this ability. The shield captures some of the incoming energy from an attack lessening its effect. The shield take half damage and the rest goes through to you. and sends 1d6 elemental damage back to the attacker. 

 

Combat: Attack

  • Dragon Claws (melee) - With a melee weapon, you gain two extra attacks on top of your Attack action.This last for 1 minute (10 rounds) and will be restored after a long rest. 
  • Dragon Claws (ranged) - With a non-magical ranged attack, you gain two extra on top of you Attack action.  This last for 1 minute (10 rounds) and will be restored after a long rest. 
  • Dragon Jaws - For 1 minute when you successfully grapple a creature you add 1d4 + STR modifier for bludgeoning damage.
  • Dragon Tail - Use 1 Action to knock a creature prone you have advantage on contested strength check. For 1 minute 

 

Non-combat: Body and Soul

  • Dragons Vigor - the character has advantage on constitution check and gains 1d6 temporary hit points
  • Dragons Strength - the character has advantage on strength checks and carrying capacity is doubles
  • Dragons Agility - the character has advantage on dexterity checks. it also doesn't take damage from falling 20 ft or less if it isn't impacted.
  • Dragons Knowing - The character has advantage on INT checks
  • Dragons Insight - The character has advantage on WIS checks
  • Dragons Magnetism - The character has advantage on CHA checks 

 

 

Non-Combat: Movement

  • Dragon Lungs - For amphibious dragons soul only. For 1 hour gives the character movement speed in water as the same your walking speed on land and the ability to breath under water. Whilst underwater you gain advantage for perception, investigation and survival.

or

  • Dragon Heart - this is for no amphibian dragon soul only. Your character gains the favoured terrain ability. With this you are guiding your party. Difficult terrain does slow your groups travel. Your party cannot be lost. Even when engaged in other activity While travelling (such as foraging, navigating or tracking) you remain the alert to danger. if you are travelling alone you can walk stealthily at a normal pace. When you forage you find twice as much food as you normally would. While tracking other creatures you also learn their exact number, their size and how long ago they passed through the area.
  • Dragon Wings Dark Fallen -  For 1 hour gives the character flight speed boost of 15 ft on land when the ability ends and you are still aloft you fall.

or

  • Dragon Protector and Fallen - For 1 hour gives the character movement speed in air of 30 ft on land when the ability ends and you are still aloft you fall.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Proficienes

Proficiencies

 

Ability Score Increase

Your Wisdom score increases by 1 and your Dexteriry score increase by 1.

Age

Assimar/Drow Dragon Souled mature physically at the same rate humans do and reach adulthood around the age of 20. However Fey look at maturity as more to do with life experience. 100 is usually considered mature.  

It is unknown how long they will live but the oldest known dragon souled is 2500 years old.

Alignment

Good, Neutral, or Evil. Lawful, Neutral or Evil.

The choice is yours... and also you DM's speak to them to see if you can choose an evil character or not

Imbued with celestial power, most aasimar are good. However, with this race you have choices of the sub-races.

Aasimarian/Drow Protector Metallic Dragon Souled are always good - either Lawful or neutral, never chaotic.

Aasimarian/Drow Fallen Metallic Dragon Souled can still be Good, but on the Chaotic side; but they are most likely natural neutrals or chaotic neutrals. 

Aasimarian/Drow Dark Fallen Monochromatic Dragon Souled can be chaotic neutrals; but are most often evil - lawful, neutral or chaotic.

 

Size

Size matters. Not Size matters

Aasimarian/Drow Dragon Souled sizes range between a height range of 4'5" (140cm) - 6'7"-9" (205-210cm)and a weight range of 85 lbs. (41 kg) - 229-235 lbs (104-107 kg)

Keep in mind the build you are making. for eg. if you are building a stealthy character it would be better to make your choice on the shorter and/or lighter side. Because it would be improbable that a 6 foot 9 inch, 235 pound character could be successful at stealth. Despite what anime has shown us a character that uses heavy armour and large heavy weapons would be better to have some bulk.

(this table is just a guide i hope the ft and pounds are right because i'm from Australia and we use metric)

Height in Ft (cm)

Weight in lbs (kg)

4’5”(140)

83 lbs(38)

4’75”(145)

97 lbs(44)

4’92”(150)

110 lbs(50)

5’08”(155)

123 lbs(56)

5’25”(160)

137 lbs(62)

4’41”(165)

150 lbs(68)

5’57”(170)

163 lbs(74)

5’74”(175)

176 lbs(80)

5’90”(180)

190 lbs(86)

6’07”(185)

203 lbs(92)

6’20 (190)

216 lbs(98)

6’39”(195)

220 lbs(100)

6’56”(200)

225 lbs(102)

6’7”-6’9”(205-210)

229 - 235 lbs(104-107)

 

Speed

Your base walking speed is 30 feet.

Superior Senses

You can see in dim light within 120 feet of you as if it were bright light, You can see in shades of grey for up to 60 feet and see vague shapes and movement in 60-120 feet in complete darkness.

You have keen senses and high situational and environmental awareness. You know perception.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Light Bearer

You know the light cantrip. Charisma is your spellcasting ability for it.

Languages

You can speak, read, and write Common and Celestial.

Dragon soul

You have draconic ancestry. Roll 1d10 to find you Draconic Soul or choose one type of dragon from the Dragon Soul table. 

D10

Dragon Soul

Damage/resistances

Amphibian or Terrain

1

Black

Acid

Amphibian

2

Blue

Lightning

Desert

3

Brass

Fire

Amphibian

4

Bronze

Lightning

Coast

5

Copper

Acid

Dessert

6

Gold

Fire

Amphibian

7

Green

Poison

Amphibian

8

Red

Fire

Mountains

9

Silver

Cold

Artic

10

White

Cold

Artic

 

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