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Asran

Brief fluff
Physical
general outlook
Where Live
Relations with other races
a
b
c
Adventurers
Names and social importance (They have two names, generally referring to themselves with their virtuous name, but will usually mention their sinful name in introductions)
Virtuous names:
Sinful names:

Ability Scores: Asran may choose to increase one ability score by +2, and another one by +1.
Alignment: Asran trend toward lawful alignments, maintaining the balance within themselves. They are varied on the spectrum between good and evil, however.
Size: Asran are slightly larger than humans, but are still medium sized.
Darkvision: etc (60ft)
Mixed Blood: Asran are humanoids, but count as both Celestials and Fiends for spell effects. In addition, asran that exemplify either or both their virtue and/or sin take +1d4 additional points of radiant or necrotic damage. Radiant if exemplifying their sin, and necrotic if exemplifying their virtue.

Virtue: Embodying duality, Asrans possess both a primary virtue, and a primary sin. Wisdom is the spellcasting ability for the cantrips granted by this primary virtue. You must select one each of a virtue and a sin, and cannot take a sin that directly opposes your virtue (as shown after the virtue listed).

  • Charity - (Avarice) You learn the Resistance cantrip, and you may touch a creature as an action and spend one or more of your hit dice, healing it for the amount rolled.
  • Chastity - (Lust) You learn the Prestidigitation cantrip, and have advantage on saves against being Charmed.
  • Diligence - (Sloth) You learn the Mending cantrip, and gain proficiency with one type of artisan's tools.
  • Humility - (Pride) You learn the Guidance cantrip, and have advantage on saves against being Frightened.
  • Kindness - (Envy) You learn the Spare the Dying cantrip, and gain proficiency in either medicine or survival.
  • Patience - (Wrath) You learn the Mold Earth cantrip, and gain proficiency in either insight or persuasion.
  • Temperance - (Gluttony) You learn the Shape Water cantrip, and have advantage on saves against being Poisoned.

Sin: Wisdom is the spellcasting ability for any spells granted by this primary sin, and do not require material components. Any sin spells cast are regained at the end of a long rest. At 10th level, the granted spell may be cast twice between long rests.

  • Avarice - At 4th level, you may cast Identify once without expending a spell slot.
  • Envy - At 4th level, you may cast Bane once without expending a spell slot.
  • Gluttony - At 4th level you may cast Purify Food and Drink once without expending a spell slot.
  • Lust - At 4th level, you may cast Charm Person once without expending a spell slot.
  • Pride - At 4th level, you may cast Command once without expending a spell slot.
  • Sloth - At 4th level, you may cast Sleep once without expending a spell slot.
  • Wrath - At 4th level, you may cast Wrathful Smite once without expending a spell slot.

Shining Darkness: An asran only maintains the benefits of their virtue or sin while they exemplify the traits of either.

Four-armed: Asran possess two additional arms over other humanoids, which may be used with similar efficiency to their primary arms, but are limited to only wielding light weapons with these secondary arms. When attacking with an off-hand weapon, asran may apply their ability score to damage with that weapon. In addition, if an asran possesses the Extra Attacks ability and takes a bonus action to attack with an off-hand weapon, they may make an additional attack against the same target with a separate off-hand weapon.

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Page last modified on April 01, 2021, at 06:56 PM