Half-Solar (5e Race)

From D&D Wiki

Jump to: navigation, search


Physical Description

Half-solars are built like tall, well-proportioned humans with slightly pale or gray skin and bodies that are always in top physical condition. They have large, dirty white wings and often seem to have an air of righteousness around them.


Originally, the gods only created a select few solars, angels, and other celestial beings that would directly serve them and fulfill each gods agenda. This however changed when the gods left the Material Plane for the Upper Planes as to stop their meddling in mortals affairs. Several weaker gods, unhappy with not having as much influence in the Material Plane and losing followers, created the half-solars in the like of solars to hopefully spark mortal's interest in them.

It is said that the gods that created the half-solars were particularly carefully since they were just ousted from the Material Plane for meddling in their affairs. Based on this, the gods decided to make the half-solars mortal and capable of reproduction to make it seem like they were just creating another race, albeit one based on the solars. The gods however, indented them to serve as an intermediary between them and mortals even making half-solars incredibly hard to mate with other races; if a half-solar does not have offspring with a creature that has a large amount of celestial blood, their offspring would not gain many of the powers or appearance of a half-solars, often resulting in the creation of more assimar.

After these first half-solars were created, their creators saw a large increase in the amount of mortals who would worship them. Since then, numerous other gods began to create half-solars in an attempt to gain followers. In many ways, the first gods that created the half-solars succeeded in their goals since half-solars did indeed bring about a rekindling of interest in the gods in both the common people and many clergies.


Half-solars, while heavily tied to a god's beliefs, usually hold their own beliefs about their place in the world. Since their creation, they have served as bastions against the many of the less prominent evils mortals face. Many would say it is almost ingrained in them to actively seek out evil to vanquish, often in hope that one that they might please their creator and do good in the world. Besides serving as bastions, half-solars tend to also travel extensively, learning about the world while spreading their creator's teachings.

While most half-solars are not opposed to the worship of other gods, they do present their displeasure when other individuals or certain communities worship gods besides their creator. But regardless of which god they do belong to, most commoners, assimars, and other creatures that are descendant from celestials tend to either see half-solars with envy or awe for often being seen as the living breathing incarnate of a god's will, despite half-solars being allowed to act mostly based on their own free will. The only known exception to this, is when half-solars defy their creator and commit great evils, which results in the offenders drawing the ire of their creator.

Half-Solar Names

Male: Sariel, Qaphsiel, Ansiel, Zakum, Manakel, Shamsiel, Tatrasiel, Kemuel, Sareash, Yofiel

Female: Morael, Rahmiel, Tabris, Vretiel, Tatrasiel, Habriel, Pesagniyah, Peniel, Micah, Iaoel

Half-Solar Traits

Celestials who were created in the like of solars to rid evil on the Material Plane.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Half-solars mature at the same rate as humans, but stop aging in their late 20's. They tend to stay young until around 5,000 years after which they rapidly age and die. Their bodies disappearing in a blinding yet warm flash of brilliance.
Alignment. Due to their celestial heritage, half-solars are always of the good alignment.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a flying speed of 30 feet. You can't use your flying speed when wearing heavy armor.
Celestial. Your creature type is both humanoid and celestial.
Healing Hands. You know the spare the dying cantrip. When you reach 3rd level, you can cast the cure wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the lesser restoration spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Minor Angelic Weapons. When you hit with any weapon, you can have the weapon deal extra radiant damage equal to your proficiency modifier. Once you use this trait, you can not use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Celestial.

Suggested Characteristics

When creating an half-solar character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.

d10 Personality Trait
1 People ask too much of me, I don't have all the answers, so I refuse to speak to most.
2 I get excited when I find temples and others connected to the gods.
3 I'm confident in my own abilities and do what I can to instill confidence in others.
4 I love to teach other's about my creator's ways.
5 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
6 I teach others to strive to improve themselves.
7 If someone is in trouble, I'm always ready to lend help.
8 I seek attention, often to my detriment.
9 I often go into a daze thinking of days that have long since passed.
10 (Reroll the die)
d10 Ideal
1 Knowledge. I wish to learn everything this is to know, and through this
teach others practical knowledge that can help them. (Neutral)
2 Death. The cycle of life and death should not be tampered with. (Neutral)
3 War. I love to fight and challenge others, whether it be for valor or sport. (Neutral)
4 Purity. I vowed to never commit evil, and believe other creatures can be redeemed. (Good)
5 Protector. I protect the weak from the strong and represent those without a voice. (Lawful)
6 Trickery. There is nothing like having fun and causing a bit of mischief. (Chaotic)
7 Life. I value the life of all creatures. (Good)
8 Change. The world is a broken place, and many things can be done to fix it. (Chaotic)
9 Nature. I will protect wildlife and punish those that soil it. (Neutral)
10 Your Choice. I have abandoned my creator's beliefs and now follow another belief. (Any)
d6 Bond
1 I had a treasured artifact that I have since lost.
2 I lost a dear friend and have since treasured those around me.
3 I never had a family, and I seek those that would love me for being me, and not my gifts.
4 I have since grown to love nature and all of its inhabitants.
5 I have a mentor who taught me everything I know.
6 I accidentally hurt one of my followers, and since have vowed to use my powers only for good.
d6 Flaw
1 I am slow to trust members of other races, tribes, and societies.
2 I am always looking to instill my beliefs into others.
3 I often judge people's souls when I first meet them, as if they were going to die soon.
4 People should treat me like a god, I was created that way.
5 I trust others too easily and am often manipulated without realizing it.
6 I am aloof, and only talk to those I deem important enough.

Random Height and Weight

6′ 2'' +1d10 120 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!