Homebrew Aspect Species Details
To some, death is just the start of their existence. While most creatures die when they are killed, some are reborn into a new life, or in this case, a new death. Aspects are similar to other races such as Reborn, as they are those who continue to live after death. The main different between the Reborn and Aspects is the way they are created. While Reborn can be born in a variety of ways, Aspects are those who are re-birthed through divine means. Those who follow specific divine magics or Gods in their life may find themselves becoming said magics in death. Aspects also get to keep the majority of their memories after death.
Justified Existence
Aspects are not born without a reason. Aspects are put on the planet to fulfill a purpose or deal with unfinished business, similar to some spirits. Work alongside your Dungeon Master to determine why your character is an Aspect and what they are meant to do. Are they to deal with an issue during their own life or guide someone else with theirs? Will your Aspect return to death when they are finished with their job? What kind of experience might they have to warrant such a purpose?
Divine Favor
Aspects are usually created by divine means, whether it be through warlock Patrons or the Gods themselves. Aspects typically have favor with divine entities and as such, are considered to be somewhere within a divine hierarchy. This might mean your Aspect is well respected by spirits, undead or celestial creatures. With this, you may choose to have your Aspect be created by an angelic, Lawful Good deity. Or perhaps they were created by a devil to torment the living. This divine favor goes hand and hand with why you were created and what your purpose is.
Aspect Traits
Aspects take on many different forms, from starry incorporeal entities, to simple, humanoid spirits.Incopereal Entity
Aspects can take on a variety of different forms without the limitations of humanoid bodies. You gain the following traits.
You do not need to eat, drink or breathe.
You do not need to sleep. Rather, you spend the duration of a long/short rest in an inactive state, during which you remain conscious.
You cannot be put to sleep by magical means.
You have advantage on saving throws that would impose the Prone condition or cause forceful movement.
You can move through spaces that are at least a foot in diameter without being impeded.
Seraphic Resistance
You are resistant to one damage type of your choice. (You will have to add this manually)
Divine Heirloom
You know the Guidance cantrip. When you reach 3rd level, you can cast the Command spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Zone of Truth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Ability Score Increase
Three ability scores of your choice increase by 1. One of your ability scores decreases by 2. You cannot choose a score more than once.
Age
Aspects cannot die of old age, but can choose to pass on if the job they are given is completed.
Alignment
Aspects can be any alignment, which is dependent on what they did in life and which divine entity created them.
Size
Aspects appear in a number of different forms, but are typically reserved to being between 4 and 6ft tall. Your size is medium
Speed
Your base walking speed is 30 feet. This walking speed looks as if you are hovering a few inches in the air, but this does not change anything.
Languages
You can speak, read, and write Common and one extra language of your choice.
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