Homebrew Fallen Assimar Drow Species Details

A Fallen Aasimar Drow are more slender than most Aasimar, though they still share their height. Their skin ranging from light grey to pitch black, their drow heritage is very noticeable. Although Those who are not fallen show the tell tale signs of their Assimar blood, adorning a halo, as well as their wings that come out in highly emotional states. Like most who share their celestial blood they do have an angelic guide that reaches out to them, though they are free to turn away from that guide and go down another path to choose their faith.

As this race share's much of the physical features of their drow heritage they are sensitive to sunlight and radiant damage which can prove dangerous when dealing with magics who's sources are of a divine nature. However, like the pure blooded Drow, they are innate spellcasters and can cast a few spells that help them in times of need. And because their blood shares the same fae ancestry as the Drow they are resistance to being charmed or sleep spells.

 

Fallen Assimar Drow Traits

Fallen Aasimar Drow have fallen from their divine purpose and are forced to become shells of their former selves. They are corrupted, their wings becoming skeletal and covered in shadow. Their eyes blackened from their fall and their halo shattered. They lose their memories of the time in the service of their angelic guide

Darkvision

120ft

Resistant

Necrotic and Radiant Damage + They have advantage against being charm or sleep sleeps.

Ability Score Increase

+2 Charisma

Necrotic Screeching Shroud

Starting at 3rd level, you can use your action to unleash the divine energy within yourself in a terrible screech, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, Creatures within a range of 60ft sustain 2d6 Psychic Damage and 1d6 Necrotic Damage on a failed CHA save (DC 8 + your proficiency bonus + your Charisma modifier) and they become frightened until the end of the creatures next turn. 

Your transformation lasts for 1 minute (not the screech effects) 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, and once dropped, if you fail a constitution saving throw (DC 17) you take a point of exhaustion.

Languages

-Under-common

-Celestial

-Abyssal

Innate Spellcaster

They can cast Light or Dancing Lights at will. And can cast 1/day Darkness or Faerie Fire.

 

Sunlight Sensitivity

While unprotected in Sunlight, they have disadvantage on attack rolls, as well as Wisdom

Previous Versions

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