Description:
The Æsirfolk are the living embodiments of the ancient Norse gods, reincarnated into the world of mortals. Each Æsirfolk carries within them a fragment of divine essence, making them a direct link between the mortal realm and the celestial heavens. They are distinguished by their ethereal beauty and commanding presence, often exhibiting features reminiscent of their divine ancestors.
Their appearance varies depending on their divine heritage, but common traits include luminous eyes that seem to flicker with the light of the heavens, skin that can range from celestial silver to deep, earthy tones, and hair that might shimmer like fire or flow like a storm. Their stature is imposing, standing tall and proud with a build that hints at both strength and grace.
Ability Score Increase. Increases one stat by 2, and increase one stat by 1.
Age. ???
Size. Medium. Æsirfolk typically stand between 6 and 7 feet tall, with a muscular build.
Speed. Your base walking speed is 30 feet.
Godly Presence: Your divine heritage is evident to others. You have advantage on Charisma (Persuasion) checks when dealing with beings who revere gods or powerful entities.
Divine Resistance. You have resistance to radiant damage and one of the following (cold, fire, or necrotic).
Languages. You can speak, read, and write Common (if it exists in your campaign) and North Common.
Divine Path. Choose one of the following abilities based on your divine heritage:
Storm’s Resilience: You have resistance to lightning damage and advantage on saving throws against being stunned or paralyzed.
Thunderous Strike: You can use your action to cast Thunderwave at 1st level once per long rest without expending a spell slot. Charisma is your spellcasting ability for this spell.
Lightning Reflexes: You can use your reaction to halve the damage of an attack that deals lightning damage, or redirect the lightning damage to another target within 10 feet of you.
Tempest Form: Once per long rest, as a bonus action, you can envelop yourself in a stormy aura. For 1 minute, you gain a flying speed of 30 feet, and any creature that hits you with a melee attack takes 2d6 lightning damage.
Allfather’s Wisdom: You gain proficiency in Insight and Perception, and have advantage on saving throws against being charmed or frightened.
Runic Power: You can cast Comprehend Languages and Identify once per long rest without expending a spell slot. Wisdom is your spellcasting ability for these spells.
Seer’s Vision: You can cast Augury once per long rest without expending a spell slot. Wisdom is your spellcasting ability for this spell.
Odin’s Revelation: As an action, you can gain divine insight into a situation. You can cast Divination without expending a spell slot, and you gain advantage on all Wisdom (Insight) checks for 1 hour.
Vanir’s Grace: You gain proficiency in Persuasion and one additional skill of your choice. You also have advantage on saving throws against being charmed.
Blessing of the Vanir: You can cast Charm Person and Cure Wounds at 1st level once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.
Nature’s Embrace: You can cast Goodberry and Healing Word at 1st level once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.
Freyja’s Favor: As an action, you can grant yourself or an ally within 30 feet a boon of divine favor. This grants advantage on attack rolls, saving throws, and ability checks for 1 minute. You can use this feature once per long rest.