Homebrew Aasling Species Details

You have pale skin, small horns on your head, and you live longer than humans, but the good news is, you don't have the tail! As an Aasling, you are cast into the world a complete outcast. The Tieflings look down on you from their outcast position because of the natural light you have within you. The Aasimar do the same because they could never dream of defiling themselves with anything having Infernal blood. It is up to you to prove to both sides, and really the world, that your parents didn't make a mistake. 

Aasling Traits

You have the following traits:

Ability Score Modifer

After having to explain your way through how you came to be, you have become quite good at stringing words together to get your points across. +2 to Charisma

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.

Resistances

You are resistant to necrotic damage and poison damage. 

Languages

You can read, write, and speak Common and two languages of your choice. 

Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Fallen Angel

 Ability Score Increase. Your Strength score increases by 1. You have no time to be kind with your words, so you do not have any bonus to Charisma like your parents did. 

• Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Spells

At the appropriate level, you gain the ability to cast a new spell without spending a spell slot once per day. If you are level 4, you gain this ability for 2 spells and so on up to level 16 where you will have gained 6 spells you may cast once per day. These must be chosen when you reach the specified level and cannot be changed once chosen. The spells must also be cast at a level you can currently cast. For example, upon reaching level two, you know the number of spells your class gives you plus 1 additional spell that you can cast. (i.e. A level 2 Paladin can cast only 1st level spells, so in addition to the two spells you know as a paladin, you would gain one more you can cast without using a spell slot. At level 4, this same paladin would be able to cast three spells normally, and an additional two without using spell slots due to this trait)

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