Homebrew Asari Species Details

Physical Traits

As a humanoid, all-female race, the Asari strongly resembles human women in size and build. However, several key differences, such as skin that is almost always a shade of blue or purple; a few, however, may have slightly redder or greener hues due to disease, environments, or magical alterations. Also, on the backs of their heads, they have a set of backward-extending tentacle-like protrusions. Unlike the rest of their skin, these are rougher than the rest, feeling almost like leather compared to the regular skin across the rest of their body.

Compared to most humans, they often appear a fair deal above average in terms of beauty, the vast majority being quite vigorous, with very few having features deemed near-universally unattractive. Because of this, some individuals have stated that they were created purely as sex appeal. Taverns and similar establishments hire many young asari dancers, barmaids, or prostitutes, supporting this theory. However, the younger members of the race are nearly exclusively in this group.

Some Asari, depending on their upbringing and profession, may get tattoos or markings, usually of a shade of purple or white.

 

Society

The first of the races in the Council that governs the Isles, the asari, especially the Matriarchs, are renowned for their wisdom and peacekeeping abilities.

 However, within their society, the Asari live through three separate life stages; Maiden, Matron, and Matriarch. The first span lasts for about 350 years, and they spend most of this stage traveling around, pursuing whatever goals they may have at that time, whether they be seeking knowledge, fame, adventure, or any other focus. The second lasts until they're about 700 years of age, and during this time, most asari stop their experiences and instead seek to raise a family. Finally, their third stage lasts until their death, and at this point, they put more focus on helping their communities, sharing the wisdom they've gathered over their centuries alive.

 

Beliefs

Most Asari don't worship any deity but still acknowledge their existence and effects. However, they used to pay tribute to Athame, their race's patron goddess, in times past. Because of this, a good deal still refers to her in certain situations, usually simply calling her "the Goddess." There is a minority who still partake in her worship, however.

 

 History

 The Asari were the first race to govern the Isles, forming a council of their most respected individuals. They were soon joined by the Salarians and Turians and are seen as the diplomatic head of the Citadel Council. However, on Thessia, their homeland, magic permeates the land itself, meaning almost every single Asari has some innate magic.

 

Asari Names

Asari are given a personal name by their parents and take the surname of their mothers, even if the child has 2 asari parents. Outside of asari communities, they normally do not use their surnames and prefer to introduce themselves with their personal name only. Matriarchs are addressed as "Matriarch" but other titles may be used for matriarchs in prestigious positions.

Personal Names: Aeian, Aethyta, Aleena, Alestia, Aria, Batha, Benezia, Dahlia, Falere, Irissa, Jona, Liara, Lidanya, Liselle, Mallene, Morinth, Nassana, Nyxeris, Pelessaria, Rana, Rila, Samara, Sarissa, Shiala, Tela, Tevos, Treeya

Surnames: Ateyne, B'Sayle, Calis, D'Layne, D'Nava, D'Ysesan, Dantius, Iallis, Iasava, Janieri, Kelis, M'Loari, M'Taros, Makenus, Nuwani, Sedela, Sederis, T'Goni, T'Loak, T'Soni, Thanoptis, Theris, V'Lanis, V'Nato, V'Tizor, Vasir

 

ASARI TRAITS

Innate Magic

You can choose one cantrip from the sorcerer spell list, and you may cast it at will, even if you are not of a magic class.

 

Language

You can speak, read, and write Common, Primordial, Asari, and one extra language of your choice.

 

Mind Meld

You can touch a willing creature and initiate a mind-meld. Melding with a creature allows both participants to freely transfer memories, information, emotions, and thoughts. Participants do not need to share a language to communicate through a meld. Both members of the meld are paralyzed and unaware of their surroundings for the duration.

 

Magical Defense

You gain +2 to your AC when being targeted by spells and magic effects.

 

Natural Diplomat

Being a natural Diplomat, you are proficient in the Persuasion skill.

 

Biotics

When something would require a Strength check- such as grappling, jumping, pushing, or throwing something, you can use Wisdom instead of Strength and can do it from up to 15 feet away. This can be done 3 times per long rest. You also add your proficiency bonus to these checks if you are proficient in Wisdom saving throws.

At the 3rd level, you gain the ability to cast levitate once per long rest with this skill. Wisdom is your spellcasting modifier for this ability.

 

Alignment

Almost all asari are neutral or good in morals. However, some can be considered evil. However, their ethical alignment may change depending on their life state. Maidens are more chaotic, while Matrons are often neutral, and Matriarchs are usually lawful. Of course, there are exceptions to these.

 

 Age

Asari typically live to be at least 1000 (unless they die of unnatural causes). However, most of the ones on adventures are only 100-350 years old and in their Maiden stage.

Ability Score Increase

Your Wisdom increases by 2, and your Charisma by 1.

Asari Traits

Although the traits of the Asari change from individual-to-individual because of the universal nature of their genes, there are several traits that are constants.

Ability Score Increase

Your Wisdom is increased by 2 and your Charisma is increased by 1.

Innate Magic

You can choose one cantrip from the sorcerer spell list, and you may cast it at will, even if you are not of a magic class.

Languages

You can speak, read, and write Common, Primordial, Asari, and one extra language of your choice.

Mind Meld

You can touch a willing creature and initiate a mind-meld. Melding with a creature allows both participants to freely transfer memories, information, emotions, and thoughts. Participants do not need to share a language to communicate through a meld. Both members of the meld are paralyzed and unaware of their surroundings for the duration.

Magical Defense

You gain +2 to your AC when being targeted by spells and magic effects.

Natural Diplomat

Being a natural Diplomat, you are proficient in the Persuasion skill.

Biotics

When something would require a Strength check- such as grappling, jumping, pushing, or throwing something, you can use Wisdom instead of Strength and can do it from up to 15 feet away. This can be done 3 times per long rest. You also add your proficiency bonus to these checks if you are proficient in Wisdom saving throws.

At the 3rd level, you gain the ability to cast levitate once per long rest with this skill. Wisdom is your spellcasting modifier for this ability.