Astral Tideborn (5e Race)
Astral Tideborn[edit]
"We are the children of the stars and the sea, an eternal ebb and flow that carries the will of Titans long gone."
Physical Description[edit]
Astral Tideborn stand between 9 and 11 feet tall, their fluid forms an elegant fusion of shimmering liquid water and gleaming iridescent metals. Their bodies appear to shift and flow, with currents of starlight coursing through their metallic veins. Eyes that glow faintly like distant stars and skin that ripples with the tides give them an otherworldly presence.
History[edit]
The Astral Tideborn were created by the Galactic Titans, ancient beings who shaped the stars and oceans at the dawn of the cosmos. Seeking to preserve the balance of the universe during a great celestial war, the Titans fused their immense power with the primordial oceans of a forgotten world. From this union, the Astral Tideborn were born—living constructs of liquid starlight and metal, imbued with the ability to navigate the infinite void and restore harmony to the chaotic forces of the universe.
When the Titans disappeared after the war, the Astral Tideborn were left without purpose, wandering the planes in search of meaning. Though many remain isolated, others have embraced their celestial heritage, becoming guardians of the natural and cosmic order.
Society[edit]
Astral Tideborn lack a centralized society, as their creators are long gone. Instead, they form small, tightly bonded communities, often near oceans, lakes, or celestial phenomena such as starfalls. They are deeply philosophical, meditating on the rhythms of the tides and the stars, believing that their actions ripple through the universe like a cosmic wave. Many become protectors of nature or join adventurers to fulfill personal quests for purpose.
Astral Tideborn Names[edit]
Astral Tideborn names are inspired by celestial phenomena, oceanic beauty, or echoes of the Titans' ancient tongues.
- Male: Orionis, Nereon, Kaldris, Zephyron, Marex
- Female: Lyra, Thalassa, Ephyra, Celestine, Ondara
Astral Tideborn Traits[edit]
- Associated Titan: Pelagor, the Tidal Shaper
Imposing beings of water and starlight, the Astral Tideborn are guardians of the balance between ocean and cosmos.
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 1.
Note: If no subrace is selected, your Dexterity score increases by an additional 1.
Age. Astral Tideborn mature at around 50 years of age and are functionally immortal, showing no signs of aging past their prime.
Alignment. Astral Tideborn tend toward neutrality, drawn to maintaining balance. They lean slightly toward good but can manifest as neutral or chaotic depending on their individual journeys.
Size. Standing between 9 and 11 feet tall, your size is large.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.
Fluid and Solid Form. Your body seamlessly blends liquid and metal, giving you unique advantages:
- You can move through spaces as narrow as 1 foot wide without squeezing penalties.
- You are resistant to bludgeoning damage from non-magical attacks, but you are vulnerable to lightning damage.
- You cannot be restrained unless the effect is magical.
Celestial Resilience. Your alien nature grants you extraordinary durability: - As a reaction, you can reduce damage from an attack by an amount equal to your Wisdom modifier (minimum 1) + your proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest.
Tidal Surge. Once per long rest, as an action, you can release a burst of astral water energy. You move up to 30 feet in a straight line, passing through creatures and objects smaller than you. Creatures you pass through must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 2d6 bludgeoning damage and be knocked prone. You can’t move through objects larger than you. You regain the ability to use this feature after finishing a short or long rest.
Amphibious Nature. You can breathe both air and water. You are immune to the effects of extreme pressure and cold while underwater.
Astral Flow. Once per long rest, as a bonus action, you can enter a heightened state of cosmic fluidity for 1 minute. While in this state: - Your movement speed increases by 10 feet.
- You can take the Dash or Disengage action as a bonus action.
- Creatures have disadvantage on opportunity attacks against you.
Languages. You can speak, read, and write Common and Primordial.
Subrace[edit]
Yes
Lunaflow Tideborn[edit]
Associated Titan: Aelora, the Moonlit Guide
Lunaflow Tideborn embody the tranquility and radiance of moonlight. Their forms shimmer with a soft, silvery-blue glow, their liquid starlight bodies resembling the gentle waves under a full moon. Veins of opalescent metal run through them, reflecting subtle hues of violet and white. Their eyes, a radiant silver or pale lavender, emit a calming luminescence, and faint patterns resembling constellations ripple across their skin. Their presence feels serene, like a quiet night illuminated by the celestial glow of the moon.
- Ability Score Increase: Your Wisdom score increases by 1.
- Guiding Light: You can cast the Guidance cantrip at will.
- Moonlit Aura: As an action, you can shed bright light in a 20-foot radius and dim light for another 20 feet for 1 minute. While this light is active, creatures of your choice within the bright light gain advantage on saving throws against being frightened. You can use this ability once per short or long rest.
Stormcall Tideborn[edit]
Associated Titan: Kaelthor, the Thunder Sovereign
Stormcall Tideborn are a tempest in physical form, their bodies coursing with electric energy that flashes within their liquid starlight. Their metallic veins crackle faintly with lightning, casting brief bursts of light across their stormy blue and gray forms. Their eyes glow an intense electric blue, and their fluid movements mirror the restless churn of thunderclouds. Occasionally, arcs of static electricity dance across their skin, giving them an imposing and dynamic presence.
- Ability Score Increase: Your Strength score increases by 1.
- Thunderous Wave: You can cast the Thunderwave spell once per long rest at 2nd level. Your spellcasting ability for this is Strength.
- Lightning Surge: When using Tidal Surge, creatures take an additional 1d6 lightning damage. If the creature fails its Strength saving throw, they are also stunned until the end of your next turn.
Voidcurrent Tideborn[edit]
Associated Titan: Umbryss, the Keeper of Shadows
Voidcurrent Tideborn exude an air of mystery and darkness, their liquid starlight forms darker than other subraces, with veins of deep indigo or blackened metal. Their bodies appear to ripple like the surface of a shadowed pool, with occasional faint glimmers of light resembling distant stars caught in their depths. Their eyes shine like eerie white orbs, faintly glowing as if reflecting the vast emptiness of the cosmos. A subtle gravitational pull seems to emanate from them, drawing the eye and unnerving those who stand too close.
- Ability Score Increase: Your Charisma score increases by 1.
- Dark Embrace: You can cast Arms of Hadar once per long rest. Your spellcasting ability for this spell is Charisma.
- Void Resilience: You have resistance to psychic damage but are vulnerable to radiant damage.
Pyrestar Tideborn (Lava Variant)[edit]
Associated Titan: Pyrrhos, the Flame Eternal
Pyrestar Tideborn are living embodiments of molten energy, their shimmering bodies aglow with fiery orange and crimson hues. Their metallic veins burn brightly like rivers of lava, and faint embers flicker around them with every movement. Their eyes resemble molten gold, casting a smoldering heat that can be felt by those nearby. Cracks of light and warmth pulse across their forms like volcanic fissures, giving them an intense and radiant appearance.
- Ability Score Increase: Your Constitution score increases by 1.
- Lava Pulse: As an action, you can cause molten energy to erupt from you. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 fire damage. You can use this ability once per short or long rest.
- Molten Resilience: You have resistance to fire damage and are immune to damage from extreme heat, but you are vulnerable to cold damage.
- Fiery Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 fire damage. If they fail their saving throw, they are also set ablaze, taking 1d6 fire damage at the start of their next turn.
Singularity Tideborn (Blackhole Variant)[edit]
Associated Titan: Malvorrak, the Devourer of Light
Singularity Tideborn are striking and ominous, their liquid forms a swirling mix of deep black and faint silver streaks, mimicking the endless pull of a black hole. Their metallic veins seem to vanish into shadow, creating an unsettling absence of light in their presence. Their eyes shine a piercing white with faint gravitational distortions rippling around them, giving the sense that even light struggles to escape their form. Occasionally, their forms flicker as though reality bends around them.
- Ability Score Increase: Your Intelligence score increases by 1.
- Gravitational Pull: As an action, you can create a gravitational field in a 10-foot radius around you. Each creature in the area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pulled 10 feet closer to you. You can use this ability once per short or long rest.
- Event Horizon: When using Tidal Surge, creatures you pass through have disadvantage on saving throws against being knocked prone. If a creature fails the saving throw, it also takes an additional 1d6 force damage.
- Void Resilience: You have resistance to force damage and are immune to the effects of extreme gravity or weightlessness, but you are vulnerable to radiant damage.
Frostheart Tideborn (Ice Variant)[edit]
Associated Titan: Cryonos, the Frozen Sentinel
Frostheart Tideborn are icy and serene, their bodies shimmering with pale blue and frosty white hues. Their metallic veins appear like frozen rivers beneath a crystalline surface, and their liquid forms exude a faint, chilling mist. Their eyes shine like shards of ice, clear and piercing, and frost often lingers in the air around them. With every step, a subtle layer of frost coats the ground beneath their feet, adding to their ethereal, frozen majesty.
- Ability Score Increase: Your Constitution score increases by 1.
- Freezing Aura: As an action, you can emit a chilling aura. Each creature within 10 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 cold damage and have their movement speed halved until the end of your next turn. You can use this ability once per short or long rest.
- Icy Resilience: You have resistance to cold damage and are immune to the effects of extreme cold, but you are vulnerable to fire damage.
- Frozen Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 cold damage, and their movement speed is reduced by 10 feet until the end of their next turn.
Venomspine Tideborn (Poison Variant)[edit]
Associated Titan: Venalith, the Corruptor
Venomspine Tideborn have an unsettling, serpentine beauty, their liquid starlight bodies tinged with sickly green and dark metallic shades. Their veins pulse faintly with toxic green light, as though venom flows within them. Their eyes, a luminous and piercing emerald, seem to gleam with dangerous intent. A faint haze of green vapor trails them, leaving the air around them heavy and oppressive, and their movements are unnervingly fluid, like a predator stalking its prey.
- Ability Score Increase: Your Dexterity score increases by 1.
- Venomous Strike: When you deal melee weapon damage, you can infuse the attack with poison. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 1d8 poison damage and become poisoned until the end of their next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
- Toxic Resilience: You have resistance to poison damage and advantage on saving throws against being poisoned, but you are vulnerable to acid damage.
- Poison Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 poison damage. If a creature fails its saving throw, it becomes poisoned until the end of its next turn.
Radiantflare Tideborn (Radiation Variant)[edit]
Associated Titan: Aetherion, the Starforger
Radiantflare Tideborn are dazzling and intense, their forms aglow with a golden radiance that seems to shine from within. Their liquid starlight is tinged with warm yellows and oranges, and their metallic veins sparkle like rays of sunlight. Their eyes are bright as miniature suns, and faint beams of light occasionally radiate from their skin, illuminating their surroundings. A soft hum of energy can be felt near them, like the lingering warmth of a radiant dawn.
- Ability Score Increase: Your Intelligence score increases by 1.
- Irradiating Aura: As an action, you can emit a wave of radiant energy. Each creature within 10 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 2d6 radiant damage. Affected creatures glow faintly (shedding dim light in a 10-foot radius) until the end of your next turn. You can use this ability once per short or long rest.
- Radiant Resilience: You have resistance to radiant damage and immunity to disease, but you are vulnerable to necrotic damage.
- Irradiated Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 radiant damage. If a creature fails its saving throw, it cannot benefit from invisibility or healing until the start of your next turn.
Stoneborn Tideborn (Earth Variant)[edit]
Associated Titan: Terrakron, the Worldsmith
Stoneborn Tideborn are as enduring as the mountains, their forms appearing as a blend of polished stone and shimmering metal veins. Their liquid starlight flows slowly, like molten rock cooled by the ages, with hues of earthy browns, slate grays, and deep greens. Their eyes, gleaming like precious gemstones, shine with a steady and unyielding light. Faint cracks in their stony exterior radiate subtle, glowing patterns resembling the fault lines of the earth. Their movements exude weight and solidity, leaving behind a faint tremor with every step.
- Ability Score Increase: Your Constitution score increases by 1.
- Earthen Strength: You can cast the Earth Tremor spell once per long rest. Your spellcasting ability for this spell is Constitution.
- Stone Resilience: You have resistance to non-magical bludgeoning damage and advantage on saving throws against being pushed or knocked prone. However, you are vulnerable to thunder damage.
- Earthbound Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 bludgeoning damage and must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be restrained by shifting earth until the end of your next turn.
Skyrider Tideborn (Wind Variant)[edit]
Associated Titan: Zephyros, the Breath of Creation
Skyrider Tideborn are beings of unbridled freedom, their forms a swirling dance of airy blues, pale silvers, and cloud-like whites. Their metallic veins glisten faintly, as if catching sunlight filtering through the clouds. Their liquid starlight seems lighter than air, rippling with breezy currents and faint, wispy trails. Their eyes, a bright sky blue or shimmering white, reflect the endless expanse of the open skies. A subtle breeze constantly surrounds them, carrying the scent of distant storms and rustling softly through their flowing forms.
- Ability Score Increase: Your Dexterity score increases by 1.
- Windcaller’s Grace: You can cast the Gust cantrip at will.
- Aerial Agility: You have advantage on saving throws against effects that would restrain or knock you prone. Additionally, you can fall up to 60 feet without taking fall damage, as the wind cushions your descent.
- Storm Surge: When using Tidal Surge, creatures you pass through take an additional 1d6 lightning damage and must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be pushed 10 feet away from you.
Random Height and Weight
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
9′ 6'' | ++2d6 | 1000 lb. | × (x(2d6)) lb. |
*Height = base height + height modifier |
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