Homebrew Aekur Species Details
You are born from the clouds. You have known it your entire life. You built your cities, your culture, your life on the clouds. You have finally come down from your hidden world. Your culture is spread, your Celestial genes have been spread. Your cities and schools have many beasts, that are feared by all on the ground, but are left to teach you, to raise you, to help you. The Celestial genes inside of you allow you to grow, to have power that most are unfamiliar with. But some, some have abused that power, have tainted it! They are the Dark Ones. Then there are the Shining Ones, that try to keep the peace, that are good and kind to all. All, save the Dark Ones. Then come the Thunderous Ones, the ones who have taken the path of good, but are not the cherub-like Shining ones. The genes spread across the earthen realm, have made hybrids of the Celestial race. They have used the angelic blood, and mixed it with the other races who inhabit the ground, air and sea.
Aekur Names: Aekur names are usually named after the elements, landforms, or anything natural really. Here are the Aekur names: Onyx, Wyvern, Eagle, Boulder, Hill, Sky, Cloud, Fire, Earth, Ocean, Lake, Rock, Beetle, Moss, Pond, Water, Cave, Grass, Meadow, Field, Rain, Fish, Coral, Sand, Dust, and Fur.
Aekur Traits
``Ability Score Increase
Your Dexterity, Wisdom, Strength, Intelligence all increase by 3.
Skill Proficiency
Choose 2 out of Deception, Survival, Perception, Intimidation, and Athletics.
Inty
The hybrid Celestial. You can choose from any number of races, and choose one to have ancestry with. You gain the chosen races features and bonuses, but have a special shape-shifting ability. If you see any humanoid creature, you can roll a dc 12 Intelligence check. If you succeed, you can shape-shift into that creature at will any time you want. If the creature you shape-shifted into sees you as itself, it must make a dc 13 Constitution saving throw. That creature takes 1d6 Necrotic damage on a failed save, or half as much on a successful one. That creature has to keep this process until they are 30 ft. and you are out of sight from them.
Darkvision
You can see through darkness as if it were dim light for 60 ft. You can also see through dim light as if it were bright light for 120 ft.
The Dark Ones
You are evil. You have wings of a devils, you have the personality of a demon. You have been trying to gain rule over both The Shining Ones and The Thunderous Ones.
Darkvision
You can see in both dim light and darkness as if it were bright light for 120 ft.
Abyssal Magi
As an action, you can cast 2 spells--- unless they are concentration spells--- attack a creature with disadvantage, and hurl a ball of fire at any creature within a 30 ft. radius. That creature takes 2 d6 fire damage.
The Shining Ones
You are the ones who try to keep the peace. The Shining Ones tend toward a Neutral Good alignment. You are good, but have no side in the battles between The Thunderous Ones, and The Dark Ones. You are amazing and beautiful.
Peaceful Bliss
You can Charm any creature within a 60 ft. radius. That creature is charmed for one day or until dispelled. You can heal any creature you touch 1d8 +5. If the creature is dead, you can bring it up from the grave for 3 days, but if the creature gains at least 10 hit-points back--- not including yours--- it can stay alive. You can calm or frighten any creature within a 30 ft. radius. If the creature is calmed, it just walks away and is calmed util 2 days have passed.
The Thunderous Ones
The Thunderous Ones tend toward any Chaotic alignment, save Evil. You are proficient in Strength and Dexterity. You posses the power of the storm.
Storming Strike
When you hit a creature, you can choose to have that creature take 1 d12 Lightning damage. As a reaction, when a creature hits you, said creature must make a dc 14 Dexterity saving throw. On a failed save, the creature takes 1 d10 Lightning damage or half as much on a successful one. The creature is also thrown back 10 ft. and knocked prone.
Draconic Magi
The Thunderous Ones are attuned to all creatures attached to the storms. They have a connection to both Copper and Blue Dragons along with Dragonborn. This means that they can ride, fight along side of, and harness the power of Lightning Dragons and Dragonborn. As an action you can create a bolt of lightning to strike 3 different creatures within a 10 ft. radius. Those creatures take 3 d10 Lightning damage. As an action, you can roll a dc 14 Dexterity saving throw. On a successful save, call a young Copper or Blue Dragon to fight along side you or ride for 1 day or until you release the dragon. On a failed save, you can instead continue on with your turn.
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