Bear_Jew67
First Post
Hello everyone. I'm here to provide a few homebrewed races I've cooked up, or ripped and molded into something completely my own. I was hoping to get some constructive feedback on them, as I am currently a relatively new DM in a written campaign and have uninspired players who don't really lend me any feedback on my creations whatsoever. Here's me hoping I can get something great out of this community. I'll be editing this post with a link to the first few of them, and I greatly appreciate at least a comment on what this means to you.
Aasimar:
- Ability Score Increase: Your Charisma and Wisdom scores increase by 1 each.
- Age: Aasimar mature at the same rate as humans but they appear to stop aging in their mid 20's. They live a few years after humans.
- Alignment: Due to their celestial heritage, Aasimar are often good. However, some Aasimar do fall into evil, rejecting their heritage.
- Size: Aasimars are built like humans. While their human side allows for a veneration in physical appearances, their celestial heritage ensures that Aasimar always appear in top physical condition. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Due to your celestial heritage, you have superior vision in the dark and dim conditions. 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 Radiant and Necrotic damage.
- Celestial Legacy: You know the Light cantrip. Once you reach 3rd level you can cast Lesser Restoration, and you regain the ability to do so when you finish a long rest. Once you reach 5th level you can cast the Daylight spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.
- Languages: You can speak, read, and write Common and Celestial.
Subraces:
There are three types of known Aasimar. Although not physically different in any way, these do have different specializations. They are known as Holy, Spiritual, and Winged.
Holy Aasimar:
- Ability Score Increase: Your Strength score increases by 1.
- Holy Warrior: Beginning at 3rd level, you gain +1 on damage and attack rolls with melee and ranged weapon attacks against creatures of evil alignments.
Spiritual Aasimar:
- Ability Score Increase: Your Constitution score increases by 1.
- Holy Healer: Beginning at 3rd level, all healing spells restore an additional 1d4 hit points on top of what the spell would normally do whenever you cast a healing spell. You can also cast Healing Word a number of times equal to your Charisma modifier (a minimum of one). You regain all expended uses after a long rest.
Winged Aasimar:
- Feathery Wings: You have a pair of large, feathery wings growing from your shoulder blades. They have a wingspan twice your height, and you will need as much space on either side of you to lift off. They provide the following benefits
Glide: When/if you fall, if you are not grappled, restrained, stunned, or incapacitated, you can use your reaction to land safely.
Armor must be specially made for you because of the presence of your wings. Any armor bought will incur a 50% increase in value.
Flight: You can fly using the following rules:
Your speed while flying is 40 feet.
You cannot wear medium or heavy armor, or armor with which you are not proficient in, or carry more than half your carrying capacity (Strength Score x 15 in lbs.) while airborne.
If you take damage while flying, you must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher, or fall.
- Winged at Will: As an action, you can retract your wings into yourself or allow them to grow from the same area. You are unable to use this ability while wearing armor, unless the armor is especially made with enough space for your wings to grow.
EDIT: Removed links and placed only one race to see the response as I haven't seen anything yet.
Aasimar:
- Ability Score Increase: Your Charisma and Wisdom scores increase by 1 each.
- Age: Aasimar mature at the same rate as humans but they appear to stop aging in their mid 20's. They live a few years after humans.
- Alignment: Due to their celestial heritage, Aasimar are often good. However, some Aasimar do fall into evil, rejecting their heritage.
- Size: Aasimars are built like humans. While their human side allows for a veneration in physical appearances, their celestial heritage ensures that Aasimar always appear in top physical condition. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Due to your celestial heritage, you have superior vision in the dark and dim conditions. 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 Radiant and Necrotic damage.
- Celestial Legacy: You know the Light cantrip. Once you reach 3rd level you can cast Lesser Restoration, and you regain the ability to do so when you finish a long rest. Once you reach 5th level you can cast the Daylight spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.
- Languages: You can speak, read, and write Common and Celestial.
Subraces:
There are three types of known Aasimar. Although not physically different in any way, these do have different specializations. They are known as Holy, Spiritual, and Winged.
Holy Aasimar:
- Ability Score Increase: Your Strength score increases by 1.
- Holy Warrior: Beginning at 3rd level, you gain +1 on damage and attack rolls with melee and ranged weapon attacks against creatures of evil alignments.
Spiritual Aasimar:
- Ability Score Increase: Your Constitution score increases by 1.
- Holy Healer: Beginning at 3rd level, all healing spells restore an additional 1d4 hit points on top of what the spell would normally do whenever you cast a healing spell. You can also cast Healing Word a number of times equal to your Charisma modifier (a minimum of one). You regain all expended uses after a long rest.
Winged Aasimar:
- Feathery Wings: You have a pair of large, feathery wings growing from your shoulder blades. They have a wingspan twice your height, and you will need as much space on either side of you to lift off. They provide the following benefits
Glide: When/if you fall, if you are not grappled, restrained, stunned, or incapacitated, you can use your reaction to land safely.
Armor must be specially made for you because of the presence of your wings. Any armor bought will incur a 50% increase in value.
Flight: You can fly using the following rules:
Your speed while flying is 40 feet.
You cannot wear medium or heavy armor, or armor with which you are not proficient in, or carry more than half your carrying capacity (Strength Score x 15 in lbs.) while airborne.
If you take damage while flying, you must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher, or fall.
- Winged at Will: As an action, you can retract your wings into yourself or allow them to grow from the same area. You are unable to use this ability while wearing armor, unless the armor is especially made with enough space for your wings to grow.
EDIT: Removed links and placed only one race to see the response as I haven't seen anything yet.
Last edited: