Equinar (5e Race)
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Aasimar are descendants of celestials, while Tieflings are descendants of fiends. It is extremely rare that either of these two races will create offspring with each other. However, it is still a possibility, and an Equinar is a resulting offspring. Equinars are born without enough traits of both to gain their resistances, but they are born with the ability to wield unholy power.
Equinars are born with traits from both sides. They may have no horns or very small ones. They do not have tails but may have slightly sharp teeth like Tieflings. Their skin tones encompass the normal human range, but sometimes bear the red hue of some Tieflings or the deep purple of some Aasimar. They have normal looking eyes, except that the color of the iris is usually very noticeable, bright, and uncommon. Their hair color varies sharply from extremely light to extremely dark.
Often times, an Equinar is abandoned by its Tiefling and Aasimar parents or looked down upon by siblings or peers. Being such, an Equinar usually feels odd and unable to fit in with Tieflings or Aasimars, so they usually try to pass as humans and thus obtain their morals and values instead. In very rare cases, the Aasimar's celestial guide may offer to guide the Equinar if the Aasimar parent is dead or has given up on their holy task.
An Equinar is normally given an angelic name, or an infernal name.
A half-tiefling, half-aasimar mix.
Ability Score Increase. Your Wisdom or Intelligence score increases by 1, and your Dexterity or Charisma score increases by 2.
Age. Equinar mature at the same rate as humans and live for just over a century.
Alignment. Due to both their celestial and fiendish heritage, an Equinar usually does not naturally lean towards either evil nor good. They are as varied as humans.
Size. Equinar are built like well-proportioned humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Half-blood legacy. You know one Cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for it.
Conflicting Resilience. You have grown accustomed to the conflicting energies within your body and have learned to always have control of your own body and mind. When you fail a wisdom saving throw, you can choose to take damage equal to half your level (rounded up) to automatically succeed in the saving throw. You can use this feature a number equal to your Wisdom modifier per long rest.
Harnessed Soul. Starting at 3rd level, you can use your bonus action to harness the conflicting energies within yourself, causing a thin black mist to emanate from the pores of your skin, enveloping your form, and you sprout one white corporeal wing and one ghostly horn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shroud your whole form in black mist in a 5-foot radius , and at the end of each of your turns, each creature within 5 feet of you takes necrotic damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common, Celestial, and Infernal.
Random Height and Weight
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*Height = base height + height modifier