Alastor (5e Race)

Alastor

The prospect of a spirit entering an object is not especially unknown, though usually thought of as a superstition or horror story. The prospect of a flying sword is less common, though as some of the more experienced magic-users would attest to, not especially implausible. However, the prospect of a sword and a spirit becoming one is relatively unknown to most. Alastors are similar in ways to flying swords, poltergeists, and sentient weapons, but what makes them unique is that alastors are, in fact, their own creatures in the same way a human or dragon is.

Physical Description

Image by JD Styles

Alastors appear to be little more than hovering swords, though similar to swords, they can take on various lengths. However, a distinctive feature of alastors is the pale glow they emit while hovering, an aura of sorts that indicates a spirit within. An alastor who gains sufficient power may begin to develop patterns or runes on its body, or its blade may darken or become gilded.

History

All living creatures have a spirit, though most simply enter the afterlife. Only a spirit with a burning desire to achieve a certain objective remains in the realm of the living, usually unseen by most still-living creatures. These spirits may possess objects or other people to achieve this end, and to an extent, alastors are no different. However, what makes an alastor special when compared to a flying sword or a poltergeist is the permanent conjoining of spirit and sword. Alastors are the result of spirits entering swords and becoming trapped within, thus obtaining a new permanent body and becoming classified as an alastor. The chance of an alastor coming into existence is very low, but it is difficult to mistake a talking, hovering sword with its own mind as anything else.

Society

Alastors do not have a society, as the chances of two alastors meeting is very low, and there is little that possessed swords would need to organize. Alastors are willing to integrate themselves into other more accepting groups, such as adventuring parties, and possibly villages if they are willing. They may also work with scholars who would desire knowledge about their rare existence.

Alastor Names

Alastors typically share the names they took in life and, as such, can derive their names from any language, usually one matching their former ethnicity. For example, a former elf may adopt a new elvish name.

Alastor Traits

The spirits of humanoids that inhabit swords, becoming dependent on their new bodies, but gaining the ability to hover and never decay.
Ability Score Increase. Your Dexterity score increases by 1 and your Strength score increases by 1.
Age. Alastors do not age, and their bodies cannot rust or decay while they are inhabiting it. They can live for thousands of years, dying only when they are killed, exorcised, or otherwise seperated from their body.
Alignment. Alastors' alignments are as varied as the humanoids they were originally. Your alignment can be any alignment, though most lean towards evil.
Size. Alastors inhabit swords, and as such, can be anywhere around 28 to 72 inches long, depending on what sword they inhabit. Your size is determined by your subrace.
Speed. Your base walking speed is 0 feet.
Blind Senses. You can perceive the world around you, despite lacking standard senses. You have blindsight up to 60 feet. You are immune to the blinded condition.
Body of a Blade. Your body is that of a hovering sword. You have no hands, and you cannot wield weapons or shields or use objects that require manipulation such as spellcasting foci and tools. You cannot wear armor or perform somatic components. Your unarmed strikes are treated as weapons. You are affected by the mending cantrip, which also restores 1d6 hit points when used on you.
False Appearance. While motionless and not hovering, you are indistinguishable from a normal sword.
Possessed Sword. You are a spirit inhabiting a corporeal sword. Your creature type is both construct and undead, rather than humanoid. You are immune to spells and effects that specifically target humanoids, such as dominate person, as well as spells and effects that do not affect constructs or undead, such as cure wounds. Spells and effects that would affect constructs or undead work on you as well, such as a cleric's Turn Undead feature. Additionally, you are immune to poison damage, as well as the deafened, exhaustion, paralyzed, petrified, and poisoned conditions. You do not need to eat, drink, or breathe. Instead of sleeping, you enter a restful state for 4 hours, remaining conscious of your surroundings. After resting this way, you gain the benefits of a long rest.
Languages. You can speak, read, and write Common and one other language that you spoke in life.
Subrace. Alastors inhabit swords of all kinds. Choose a subrace between Longsword, Greatsword, and Rapier, which serves as your body.

Longsword

Your body inhabits a longsword, which is the most common body amongst alastors.
Ability Score Increase. Your Constitution score increases by 1.
Blade. You are proficient with your unarmed strikes, which deal 1d8 slashing damage on a hit and count as one-handed weapons.
Natural Armor. While unarmored, your AC equals 17 + your Dexterity modifier.
Size. Your size is Small.
Speed. You have a flying speed of 40 feet and can hover.

Greatsword

Your body inhabits a greatsword, which is a slower, more powerful body.
Ability Score Increase. Your Strength score increases by 1.
Blade. You are proficient with your unarmed strikes, which deal 2d6 slashing damage on a hit and count as two-handed weapons.
Natural Armor. While unarmored, your AC equals 13 + your Dexterity modifier.
Size. Your size is Medium.
Speed. You have a flying speed of 30 feet and can hover.

Rapier

Your body inhabits a rapier, which is the least common body amongst alastors.
Ability Score Increase. Your Dexterity score increases by 1.
Blade. You are proficient with your unarmed strikes, which deal 1d8 piercing damage on a hit and count as one-handed weapons. You can use your Dexterity modifier for your unarmed strikes, rather than your Strength modifier.
Natural Armor. While unarmored, your AC equals 15 + your Dexterity modifier.
Size. Your size is Small.
Speed. You have a flying speed of 40 feet and can hover.


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