Homebrew Alastor Species Details

All living creatures have a spirit, though most simply enter the afterlife. Only a spirit with a burning desire to achieve a certain objective remains in the realm of the living, usually unseen by most still-living creatures. These spirits may possess objects or other people to achieve this end, and to an extent, alastors are no different. However, what makes an alastor special when compared to a flying sword or a poltergeist is the permanent conjoining of spirit and sword. Alastors are the result of spirits entering swords and becoming trapped within, thus obtaining a new permanent body and becoming classified as an alastor. The chance of an alastor coming into existence is very low, but it is difficult to mistake a talking, hovering sword with its own mind as anything else.

Alastors appear to be little more than hovering swords, though similar to swords, they can take on various lengths. However, a distinctive feature of alastors is the pale glow they emit while hovering, an aura of sorts that indicates a spirit within. An alastor who gains sufficient power may begin to develop patterns or runes on its body, or its blade may darken or become gilded.

Alastor Traits

The spirits of humanoids that inhabit swords, becoming dependent on their new bodies, but gaining the ability to hover and never decay.

Ability Score Increase

Your Dexterity score increases by 1 and your Strength score increases by 1.

Blind Senses

You can perceive the world around you, despite lacking standard senses. You have blindsight up to 60 feet. You are immune to the blinded condition.

Age

Alastors do not age, and their bodies cannot rust or decay while they are inhabiting it. They can live for thousands of years, dying only when they are killed, exorcised, or otherwise seperated from their body.

Body of a Blade

Your body is that of a hovering sword. You have no hands, and you cannot wield weapons or shields or use objects that require manipulation such as spellcasting foci and tools. You cannot wear armor or perform somatic components. Your unarmed strikes are treated as weapons. You are affected by the mending cantrip, which also restores 1d6 hit points when used on you.

False Appearance

While motionless and not hovering, you are indistinguishable from a normal sword.

Possessed Sword

You are a spirit inhabiting a corporeal sword. Your creature type is both construct and undead, rather than humanoid. You are immune to spells and effects that specifically target humanoids, such as dominate person, as well as spells and effects that do not affect constructs or undead, such as cure wounds. Spells and effects that would affect constructs or undead work on you as well, such as a cleric's Turn Undead feature. Additionally, you are immune to poison damage, as well as the deafened, exhaustion, paralyzed, petrified, and poisoned conditions. You do not need to eat, drink, or breathe. Instead of sleeping, you enter a restful state for 4 hours, remaining conscious of your surroundings. After resting this way, you gain the benefits of a long rest.

Languages

You can speak, read, and write Common and one other language that you spoke in life.

Blade

You are proficient with your unarmed strikes, which deal 2d6 slashing damage on a hit and count as two-handed weapons.

Natural Armor

While unarmored, your AC equals 13 + your Dexterity modifier.

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