Homebrew Aberration V2 Species Details

Aberration Traits

The power of the gods flows through your vains.

Speed

Their base walking speed is 30ft.

Ability Score Increase

Increase Constitution by 2 and Intelligence or Wisdom by 1.

Languages

You can read, write, and speak common, infernal and celestial.

Age

As a Aberration you are born from the battle of the gods, you do not age.

Alignment

Aberrations are made to battle against each other, they are the puppets of the gods. They are mostly evil but sometimes they bend more to be good. They are never neutral

Size

Aberration typically range from a height of 6'0-6'4" and weigh anywhere from 145-180. Your size is medium.

Resistance of the gods

You have resistance to fire damage and radiant damage but you are vulnerable to necrotic and cold damage. In addition, you are immune to torture (with your time in the battle of the gods you've learned what pain is, but nothing on the material plain comes close).

Flash Step

As a reaction you can use Flash Step to move to any onocupied space within your movement range. When you do so, you take 1D4 psychic damage per charachter level. You provoke no attack of opportunity when you use this trait to move. When u use this feature after the first time u used it, you get 1 point of exhaustion (this score resets per long rest).

Light 

You can cast the light cantrip at will. You can choose this light to be a red or white light. (this does not count against the amount of cantrips you know). 
You can use this feature 3 times per short or long rest.

Power of the gods

When you reach 5th level you can use your action to transform into Demonic form or Celestial form. You stay in this form until you drop to 0 hitpoints,  or when you use this feature to transform back into human form. You can use this feature once per day. (when you drop to 0 hitpoints you can make a DC16 constitution saving throw to stay in that form)

Demonic form:

When entering your demonic form, two large demon like wings emerge from your back and you grow two large horns on your head. You gain a flying speed equal to your base walking speed. You are immune to fire damage. You can use your horns as natural weapons they deal 1D4 piercing damage.

Demons sight

During the day your vision is normal and pupils are nonexistent, at night your eyes burn like hot coals. You can see in dim light within 60 feet of you. Your vision also is based on thermal sense and can work in pitch black when tracking heat. Due to your glowing eyes at night, you are easier at being seen (creatures have advantage on perception checks based on sight against you).

Demonic Possession

As an action you can possess any willing creature within 10ft of you, if the creature is unwilling they must make a DC 16 Charisma saving throw. On a success they are aware of a presence trying to possess them but not necessarily by whom; on a failure they are possessed for up to 1 hour or until their health reaches 0 (if combat ensures), upon which you are expelled from the body. when you use this feature you instantly drop to 0 hitpoints (you still need to roll for death saving throws) or you get 3 points of exhaustion.

Hellfire

You can use your action to exhale hellish fire. When you use your breath weapon, each creature in a 20 feet line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.  After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Resting Hearth

When you rest near a fire, you need only to rest for 4hrs to get the benefits of an 8hr rest.

Cauterize

Instead of using healing potions you use fire to heal yourself. As a bonus action you can absorb a source of fire within 30ft range, when you do so you regain health equal to your level + your Contitution modifier. You can use this feature 2 times per long rest. However if you use a healing potion you instead take damage. 

Celestial form:

when entering your celestial form, two large angel like wings emerge from your back you gain a flying speed equal to your base walking speed. you are immune to radiant damage.

Celestials sight

During the day your vision is normal and pupils are nonexistent, at night your eyes are like white lights in the dark. 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. Your vision also is based on thermal sense and can work in pitch black when tracking heat. Due to your glowing eyes at night, you are easier at being seen (creatures have advantage on perception checks based on sight against you).

Holy luck

You can use your action to bless any creature you can see within 30 feet. That creature gains advantage on his/her next roll an can add your character level + your Charisma modifier to that roll. Once u use this feature you get 1 point of exhaustion.

Absorb light

You can use your action to absorb any light source you can see within 30 feet. You regain hit point equal to your level + your Constitution modifier (minimum of 1) or remove 1 points of exhaustion. You can use this feature once per long rest.

Healing light

As an bonus action you cause another creature within 5 feet of you to regain hitpoint equal to your level + your charisma modifier (minimum of 1). When u use this feature you take damage equal to the amount that was  healed, or u get 1 point of exhaustion.

Aberration V2 Traits

Increase Constitution by 2 and Intelligence or Wisdom by 1.

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