Subrace:The Aisling

Long ago in a forgotten time the god of dreams, Pangur Ban, was cast out of heaven and stripped of his godhood. In anger Pangur Ban brought six legendary warriors back from the dead to wage war against the gods. These six warriors know as the Fir Colun used their vast powers to resurrect countless legions of soldiers, the Aisling.

Thought Eater

The spawn of the dream weaver no longer craves for drink, food, nor breath, instead you must sustain yourself on psychic energy. Once per day you must find a target of 10 or more Int. this target must be asleep or otherwise incapacitated before you feed on them. The victim of your feeding has horrific nightmares until they wake.

Aisling traits

Ability Score Increase your charisma is increased by 1

your charisma is increased by 1 Age Aisling are undead, thus do not age.

Aisling are undead, thus do not age. Alignment While not all Aisling are evil very few can be said to be good. Most Aisling are very selfish and will do as they please and care little for the ever changing legal systems of mortals.

While not all Aisling are evil very few can be said to be good. Most Aisling are very selfish and will do as they please and care little for the ever changing legal systems of mortals. Darkvision As a night dweller you gain darkvision for 60 feet. You can’t discern color in darkness, only shades of gray. this does apply if your race already has darkvsion.

Ancient Curse's

As the spawn of cursed beings you must also bear their curse.

Weakness to Sunlight your exsistence is an insult to the sun itself. As such whenever you are in direct sunlight you will take 10 radiant damage for every turn you spend in the sun

your exsistence is an insult to the sun itself. As such whenever you are in direct sunlight you will take 10 radiant damage for every turn you spend in the sun Weakness to Water In a bid to prevent the Aisling from spreading across the oceans the god cursed the Aisling to forever be rejected from the water. When on still water you have disadvantage on all dexterity. strength and constituion saving throws. when in running water you also take 10 acid damage for every turn in you spend in running water.

In a bid to prevent the Aisling from spreading across the oceans the god cursed the Aisling to forever be rejected from the water. When on still water you have disadvantage on all dexterity. strength and constituion saving throws. when in running water you also take 10 acid damage for every turn in you spend in running water. Locked out If a room has a person residing in it you may not enter it unless you given permission by siad person.

If a room has a person residing in it you may not enter it unless you given permission by siad person. Restless Slumber As a being of nightmare you yourself are plagued by terrible nightmares that prevent you from long resting. This can be stopped by sleeping with one object that was either buried with you or was at the scene of your death.

Inherited Powers

You have aquired many powers of your forebearers

Thought Weaver You know the minor illusion cantrip. Charisma is your spellcasting ability for it

You know the minor illusion cantrip. Charisma is your spellcasting ability for it Stuff of Nightmares Proficent in intimidation.

Proficent in intimidation. Detect Thought you can detect any sentient creature in a 20 foot radius around you.

you can detect any sentient creature in a 20 foot radius around you. Psychic Resistance You have resistance to psychic damage

You have resistance to psychic damage Spider Climb increase your climb speed by 30 feet.

increase your climb speed by 30 feet. Siring You can sire one Aisling. To sire a creature they must have atleast 10 intelligence, be dead and have at least one sacrafice nearby. The Sacrifice must have at least 10 intelligence. The Aisling you sire must obey any command you give it that it can hear unless it can succeed a wisdom saving throw of DC:8+prof.+ charisma modifier. The Sirling must be of equal or lower level than you at the moment of siring. Sire You must obey your master as your sire obey you. Work with your DM to make your master.

You can sire one Aisling. To sire a creature they must have atleast 10 intelligence, be dead and have at least one sacrafice nearby. The Sacrifice must have at least 10 intelligence. The Aisling you sire must obey any command you give it that it can hear unless it can succeed a wisdom saving throw of DC:8+prof.+ charisma modifier. The Sirling must be of equal or lower level than you at the moment of siring.

Locked out of Heaven

You cannot die unless you are stabbed through the heart with a blessed wooden stake from a tree that is atleast as old as you, and have holy water poured over your burial site. Otherwise when you would die you fall unconscious and awaken a week later, if your body is caught in sunlight you cannot regenerate until you are brought back into darkness. If you are killed your soul cannot cross over and you will become a ghost.