Living Astral (5e Race)
Living Astral[edit]
WIP (Lead Paragraph)
Physical Description[edit]
WIP (Physical Description & Image)
History[edit]
WIP (Histroy)
Society[edit]
WIP (Society or Attitudes and Beliefs)
Living Astral Names[edit]
WIP (The naming scheme or traditions. Often based on the above history and Society(culture) sections)
Male: mName. mName. mName.
Female: fName. fName. fName. fName.
Living Astral Traits[edit]
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. Living Astrals mature slower than most races, reaching adulthood at 22. They can live to be 400 years old.
Alignment. Since a Living Astral have parts of each plane within them, they tend to lean to true neutral. Although, some are more influenced by their subrace than others and can lean to what alignment their subrace's plane is associated with.
Size. You are Small or Medium.
Speed. Your base walking speed is 30 feet.
Creature Type. You are a Humanoid.
Astral Limbs. As an action, you can manifest an extra limb attached to your torso in the shape of a tail or arm in the color associated to your subraces plane. This limb stays on your body for one hour or until you use a free action to dismiss it. This limb make item interactions for you and, as a bonus action, make one unarmed strike on a creature within 5 feet. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses once you finish a long rest.
Weightless. As a bonus action, you can work against gravity to make yourself feel in your own element. For one minute, you have a flying speed equal to your walking speed. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses once you finish a long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Each Living Astral does not have equal parts of each plane. Choose one of the following subraces to represent what plane has affected your character the most.
Plane of Arcadia[edit]
Plane of The Abyss[edit]
Demonic Resistance. You have resistance to fire damage.
Pazuzu's Betrayal. As an action, your eyes shine a blinding red or white. Each creature in a 10-foot cone of you must succeed a Constitution saving throw or be blinded for one minute. At the end of each of its turns, a creature can make a Constitution saving throw. On a successful save, the effect ends. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses once you finish a long rest.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
Plane of Elysium[edit]
Markable Divination. You know the Guidance cantrip. Starting at 5th level, you can also cast the tongues spell with this trait, without requiring a material component. Once you cast tongues with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast that spell using any spell slots you have of the appropriate level.
Guardinal's Vigor. Whenever you regain hit points, you may choose to regain an additional 1d8 hit points. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses once you finish a long rest.
Plane of Hades[edit]
The Glooms. While in dim light or darkness, you have advantage when making a Stealth (dexterity) or Slight of Hand (dexterity) check, as the color of your body adapts to the environment.
Yugoloth Trickery. You gain proficiency in two of the following: Deception, Intimidation, Performance, and Persuasion.
Plane of Limbo[edit]
Plane of Mechanus[edit]
Plane of Pandemonium[edit]
<Subrace Name>[edit]
<Subrace Name>[edit]
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
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