Homebrew Warforged Aasimir Species Details

Aasimar hold within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, However a Warforged  Aasimar are not born to serve as champions of the gods, instead, they were created during the last great war. They were fused with remnants of fallen forged, in doing so creating a soldier that became so deadly, that for every one Warforged Aasimar in a battle the lives taken were at worst hundredfold, these steel soldiers. An unexpected breakthrough blending organic and inorganic materials.  However, the coming of these steel champions of the gods caused so much destruction during the conflicts that every nation/kingdom stated that all warforged Aasimar were to be destroyed. However, not all were, as the last of their kind, they fled. Now after millennia only known in storeys and legends they return to the know worlds.

 

 

Told only in as tails, they are typically used as a way to inspire troops to fight to the last. Now with the return of these ancient soldiers, to a time of peace. Starting to learning what they were before the war. Now learning what they are now and who they want to be now.

 

 

 

 

Warforged Aasimir Traits

Warforged Aasimar traits

Warforged Resilience.

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You are immune to disease.

You don’t need to eat, drink, or breathe.

You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Sentrys Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor:

 

You gain a +1 bonus to Armor Class.

You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor.

To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

While you live, the armor incorporated into your body can’t be removed against your will.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice

Darkvision

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray

Celestial Resistance

You have resistance to necrotic damage and radiant damage

Memories of The Flames of War

Due to your unique origins and combat experience you can use a bonus action to  cause flames to erupt from  your weapon. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to  extinguishe the flames or until you drop or sheathe your weapon. 

You gain access to the Aasimar feat - flaming sword as a bonus action and can cast it at will 

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