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Aasimar

ability score increase: Your Charisma score increases by 2.
age: Aasimar mature at the same rate as humans, but they can live up to 160 years.
alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Celestial.
sub races:

race features:
Size. Aasimar have the same range of height and weight as humans.   Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.   Celestial Resistance. You have resistance to necrotic damage and radiant damage.   Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.   Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Subrace

Several subraces of aasimar exist. Choose one of them for your character.

Chainwright

The great prison of Carceri is not a place one would wish to live in often, but this breed of aasimar have not only survived living as constant wardens; they have flourished. As the foremost level of security, chainwrights are often charged with capture and containment, and they have gotten very good at it over the aeons.   Ability Score Increase. Your Wisdom score increases by 1.   Race Modifications. With your DM's permission, you can change the following aspects of the base aasimar race in the following ways;
  • You can replace either your resistance to necrotic or radiant damage with resistance to force damage.
  • You can learn the blade ward cantrip instead of light.
Chainbringer. Starting at 3rd level, you can use your action to bring forth the order and power of the greatest jailers of Carceri, causing ethereal chains to emerge from your body and lash out at nearby objects, and your voice to become forceful and demanding.
Your transformation lasts for 1 minute or until you end it as a bonus action. The first time you hit a creature with an attack on your turn, you cause magical chains to emerge from the ether and restrain it, halving its speed until the start of your next turn. In addition, you gain a magical flying speed of 20 feet.
Once before your transformation ends, if you fail an Intelligence, Wisdom or Charisma saving throw, you can choose to automatically succeed instead.
Once you use this trait, you can't use it again until you finish a long rest.

Nighthunter

The night is a veil which both protects and harms. The moon can illuminate a beautiful field, or it can hide to aid the approach of an army. Aasimar with strong connections to the Twilight domain understand this balance well, and know that it is their duty to guide the worthy and the faithful through the night unharmed.   Ability Score Increase. Your Wisdom score increases by 1.   Race Modifications. With your DM's permission, you can change the following aspects of the base aasimar race in the following ways:
  • You can replace your Healing Hands ability with increased vision in the night; your darkvision range increases to 90 feet, instead of 60.
  • You can learn the dancing lights cantrip instead of light.
  • You can sacrifice your Celestial Resistance ability to gain the guidance of the moon; while traveling at night, you have no chance of becoming lost.
Torchbearer's Illumination. Starting at 3rd level, you can use your action to bring forth a powerful and comforting light. Your eyes becomes beams of low light, and ethereal mists swirl around you.
Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, you shed dim light out for 15 feet. While in this dim light, friendly creatures have advantage on death saving throws. Once on each of your turns, you can deal extra psychic damage to one target when you deal damage to it with an attack or a spell. The extra psychic damage equals half your level.
In addition, you gain a magical flying speed of 15 feet while in darkness.
Once you use this trait, you can't use it again until you finish a long rest.

Razorwing

Waging a divine war requires an army, and there is no better army than the spawn of gods who fall under the War domain and their underlings. With a deep sense of honor and barely contained bloodlust, these razorwing aasimar are very much used to the flow of blood; whether their own or that of their enemies. Ability Score Increase. Your Strength score increases by 1.   Race Modifications. With your DM's permission, you can change the following aspects of the base aasimar race in the following ways;
  • You can learn either the blade ward or sword burst cantrip instead of light.
  • You can replace your Healing Hands ability with proficiency in one armor type and three weapons of your choice.
Bladed Warlord. Starting at 3rd level, you can use your action to unleash the divine potential within yourself, causing two razor-sharp wings to expand from your back and any armour you are wearing to fully cover you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 10 feet, and your AC increases by 1.
While transformed, your wings are natural weapons with the reach property, which you can use to make unarmed strikes. You can use Charisma, instead of Strength, for the attack and damage rolls of your wings. On a hit, the wings deal 2d4 slashing or piercing damage (your choice when you make the attack). When you take the Attack action and attack with only your wings, you can make an additional attack with your wings as part of that action.
Once you use this trait, you can't use it again until you finish a long rest.

Stormcaller

When those with the blood of celestials can develop an affinity to certain types of divinity; aasimar with strong ties to the Nature or Tempest divine domains are likely to manifest this heritage.   Ability Score Increase. Your Constitution score increases by 1.   Race Modifications. With your DM's permission, you can change the following aspects of the base aasimar race in the following ways;
  • You can replace your necrotic and radiant damage with either lightning damage, thunder damage, or both.
  • You can learn the shocking grasp cantrip instead of light.
  • You can learn Primordial, instead of Celestial, as your additional langauge.
Soul of Storms. Starting at 3rd level, you can use your action to unleash the electric potential within yourself, causing your body to become wreathed in lightning and your hair to become dark and stormy.
Your transformation lasts for 1 minute or until you end it as a bonus action. At the end of each of your turns, each creature within 10 feet of you takes lightning damage equal to your proficiency bonus. In addition, you gain a flying speed of 35 feet.
Once you use this trait, you can't use it again until you finish a long rest.

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That.One.Guy.

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