Homebrew Half-Solar Species Details
You are part of a race that is small in number, but mighty. You have no true place to call home. Most good communities will accept you, but dont want you to stay long. for they know evil seeks to destroy your race. And true Celestials look down on you, for you are a mistake. You are a half blood, not worthy of being called a Celestial. Most half-Solars try and hide their celestial powers while others seek out adventure to put their powers to use and feel free from society.
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 150 to 225 years longer then their base race.
Alignment
Most Half-Solar's are of good alignment.
Size
Half-Solar's are taller then their base race. +1 to 4 ft to height. Your size is considered medium.
Speed
Your base walking speed is 40 feet and your base flying speed is 80 feet. Half-Solar's have wings that are white beams of light that angelical sway and move around. They can "retract" them 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 shapechanger or a creature that is transformed by magic out to 60 ft.. Furthermore, they can see into the Ethereal Plane.
Celestial Resistance
You have resistance to necrotic, 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. You also can speak to other creatures with telepathy up to 60' away from you.
Angelic Weapons
Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack). The Damage increases by 1d8 on 3,6,9,12,15,18.
Divine Awareness
Half-Solars have a keen sense of knowing if someone is being untruthful. Thus granting them advantage and 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, invisibility (self only)
1/long rest each: commune, control weather
At 3rd level you gain the ability to cast the following spells 3/long rest: dispel evil and good, and 1/long rest resurrection
At 6th level you gain the ability to cast blade barrier 1/long rest
Healing Touch
3 times per long rest you can touch another creature and it magically regains 1d8 + 4 hit points and is freed from any curse, disease, poison, blindness, or deafness. This increases by 1d8 at 3,6,9,12,15,18, 20 levels.
Teleport
You can teleport yourself up to 60 feet to an unoccupied space you can see as a bonus action 2 times 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 at 3,6,9,12,15,18 levels
Magic Resistance.
You have advantage on saving throws against spells and other magical effects.
Godly Attributes
Your Attribute maximums are 30.
Angelic Armor
You have a heavenly barrier that covers your skin. You gain +1d8 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.
Previous Versions
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9/27/2018 1:40:29 AM
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26
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9/27/2018 2:39:26 AM
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31
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1.5
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10/2/2018 12:40:53 AM
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1968
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2
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1/18/2019 1:24:45 AM
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593
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5
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Posted Apr 19, 2020None of the stats are working
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Posted Jul 26, 2020Sorry, this was one of my first attempts at making a new race on here. i will try and fix it when i get some free time.