Homebrew Half-Solar Species Details
Half-Solar Traits
Your Half-Solar has the following traits.
Ability Score Increase
Your Charisma increases by 4, your Strength and Constitution increases by 3, and your Dexterity, Intelligence and Wisdom increases by 2.
Age
A Half-Solar can live several millennia or even attain immortality. Half-Solar's can die or be killed by taking melee/physical damage
Alignment
Most Half-Solar's are almost always of good alignment, though other alignments are possible.
Size
Half-Solar's are taller then their base race. Your size is considered medium.
Speed
Your base walking speed is 40 feet and your base flying speed is 80 feet. A half-solar's wings are natural born wings, that can be summoned and dismissed at will.
Truesight
Half-Solar's can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shape-changer or a creature that is transformed by magic out to 30 ft.. Furthermore, they can see into the Ethereal Plane.
Celestial Immunity
You have immunity to radiant, and poison damage.
Celestial Ancestry
You are immune to the Charm and Frightened conditions. You also cant be magically put to sleep.
Languages
You can read, speak and write Common and Celestial in addition to your base race languages ( number equal to your intelligence modifier ). You also can speak to other creatures telepathically up to 120 feet away from you, if that creature knows one of the languages you speak.
Celestial Weapons
Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack). The Damage increases by 1d6 every 3 levels
Celestial Awareness
Half-Solar's have a keen sense of knowing if someone is being untruthful. Thus granting them a +5 bonus on any Wisdom (Insight) check.
Innate Spellcasting
Half-Solar's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect evil and good
3/short rest: invisibility ( self only ) at 2nd level
1/long rest : commune at 5th level
1/long rest: dispel evil and good at 5th level
1/long rest: blade barrier at 6th level
1/long rest: resurrection at 7th level
Healing Touch
3 times ( + charisma modifier ) per long rest you can touch another creature and it magically regains 1d8 + 4 hit points and is healed from any curse, disease, poison, blindness, or deafness. This increases by 1d8 every 3 levels.
Celestial Step
You can teleport yourself up to 60 feet to an unoccupied space you can see as a bonus action 2 times + charisma modifier per short or long rest.
Searing Burst
You emit magical, divine energy. Once per short rest each creature of your choice in a 10-foot radius must make a DC 17 Dexterity saving throw, taking 1d6 fire damage plus 1d6 radiant damage on a failed save, or half as much damage on a successful one. Damages increases by 1d6 every 3 levels
Magic Resistance.
You have advantage on saving throws against spells and other magical effects.
Celestial Attributes
Your Attribute maximums are 30.
Celestial Armor
You have a celestial barrier that covers your skin. You gain +8 plus your charisma modifier to your AC when not wearing armor.
Celestial Weapon Training
You instinctively know how to use all simple and martial weapons. You are considered proficient with all simple and martial weapons.
Celestial Vision
You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can also discern colors.
Winged Feat
You have trained yourself to be able to fly while wearing Medium and/or Heavy Armors ( like your solar parent).
- If you are flying and begin to fall, you suffer an addition 1d6 falling damage in Medium Armor and 2d6 in Heavy Armor.
- Prerequisite: Requires Medium and/or Heavy Armor Proficiency and the ability to fly.
- As long as you have at least half movement from your previous turn, when a creature attempts to knock you prone you can use your reaction to resist the effect.
- If you move at least half of your movement toward a target in a straight line and hit with a melee attack, you can add an extra 1d6 damage to the hit.
- If you have proficiency in heavy armor, you may wear heavy armor and still have your normal flying speed.
- You have mastered using your wings in combat. You can sacrifice one of your attacks to duck low and whirl in place to attempt to knock every creature within 5ft of you prone. You can use the shove action to try and knock a creature prone. You have to win a skill contest with your athletics or acrobatics vs their athletics or acrobatics.
- If you move at least half of your movement toward a target in a straight line and hit with a melee attack, you can add an extra 1d6 damage to the hit.
- Prerequisite: Must have physical wings and a flying speed.
Half-Solar Traits
celestialAbility Score Increase
Your Charisma increases by 4, your Strength and Constitution increases by 3, and your Dexterity, Intelligence and Wisdom increases by 2.
Age
A Half-Solar can live several millennia or even attain immortality.
Alignment
Most Half-Solar's are almost always of good alignment, though other alignments are possible.
Size
Half-Solar's are taller then their base race. Your size is considered medium.
Speed
Your base walking speed is 40 feet and your base flying speed is 80 feet. A half-solar's wings are natural born wings, that can be summoned and dismissed at will.
True sight
Half-Solar's can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic out to 30 ft.. Furthermore, they can see into the Ethereal Plane.
Celestial immunity
You have immunity to poison and radiant damage.
Celestial ancestry
You are immune to Disease, Charm and Frightened conditions. You also cant be magically put to sleep.
Languages
You can read, speak and write Common and Celestial in addition to your base race languages ( number equal to your intelligence modifier ). You also can speak to other creatures telepathically up to 120 feet away from you, if that creature knows one of the languages you speak.
Celestial weapon
Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack). The Damage increases by 1d6 every 3 levels
Celestial Awareness
Half-Solar's have a keen sense of knowing if someone is being untruthful. Thus granting a +5 bonus on any Wisdom (Insight) check.
Innate spellcasting
Half-Solar's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Healing touch
3/long rest ( + charisma modifier ), you can touch another creature and it regains 1d8 + 4 hit points and is healed from any curse, disease, poison, blindness, or deafness. This increases by 1d8 every 3 levels. This spell has no effect on undead or constructs.
Searing blast
You emit magical, divine energy. Once per short rest each creature of your choice in a 10-foot radius must make a DC 17 Dexterity saving throw, taking 1d6 fire damage plus 1d6 radiant damage on a failed save, or half as much damage on a successful one. Damages increases by 1d6 every 3 levels.
Magic resistance
You have advantage on saving throws against spells and other magical effects.
Celestial attributes
Your Attribute maximums are 30.
Celestial armor
You have a celestial barrier that covers your skin. You gain +8 +charisma modifier to your AC when not wearing armor.
Celestial weapons training
You instinctively know how to use all simple and martial weapons. You are considered proficient with all simple and martial weapons.
Superior darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can also discern colors.
Winged Feat
You have trained yourself to be able to fly while wearing Medium and/or Heavy Armors ( like your solar father ).
- If you are flying and begin to fall, you suffer an addition 1d6 falling damage in Medium Armor and 2d6 in Heavy Armor.
- Prerequisite: Requires Medium and/or Heavy Armor Proficiency and the ability to fly.
- As long as you have at least half movement from your previous turn, when a creature attempts to knock you prone you can use your reaction to resist the effect.
- If you move at least half of your movement toward a target in a straight line and hit with a melee attack, you can add an extra 1d6 damage to the hit.
- If you have proficiency in heavy armor, you may wear heavy armor and still have your normal flying speed.
- You have mastered using your wings in combat. You can sacrifice one of your attacks to duck low and whirl in place to attempt to knock every creature within 5ft of you prone. You can use the shove action to try and knock a creature prone. You have to win a skill contest with your athletics or acrobatics vs their athletics or acrobatics.
- If you move at least half of your movement toward a target in a straight line and hit with a melee attack, you can add an extra 1d6 damage to the hit.
- Prerequisite: Must have physical wings and a flying speed.
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