Appearance
Celestial and beautiful, Aasimar typically resemble humans but with divine features; glowing eyes, shining hair, perfect skin and sculpted bodies.
Aside from their otherworldly beauty, any individual Aasimar's appearance can be heavily influenced by whichever God has claimed them:
Zia might give her chosen a golden halo of light around them, while
Katas might grant his Aasimar gleaming bronze skin and
Olsír decorates her champion with specks of starlight, like freckles.
Description
Children of Heaven
Other than knowing it takes the direct involvement of a God, none are quite sure why or how an Aasimar is born, as their parents are often humans without any real connection to the Gods or special powers themselves, and even when an Aasimar mates, the heir is usually the same species as the other parent, never an Aasimar themselves. However they're made, their births are seen as omens of great things to come.
Their status as chosen creations is apparent from birth, and the child is swiftly brought to priests nearby who may divine which Deity the baby has been created to serve. Many of these children are taken from their parents and raised in an appropriate temple, trained and taught of all they are capable of.
Champions & Destroyers
Whether for good or evil, an Aasimar from birth is destined to shake the world. With the guidance of their creator and the priests around them, by the time an Aasimar reaches adulthood they are typically already far more powerful than an average mortal. With this power, they are now equipped to take up their duties, and often begin to receive missions from their Gods: people to help, monsters to kill, temples to restore, etc.
If they are an Aasimar of lighter Gods, they will become heroes and leaders of civilisation. If they serve darker deities, such as
Kanzu or his allies, they will become conquerors and executioners. Luckily for the world, there has never been an Aasimar of
The Serpent or
The Shadow, as one struggles to think what a true champion of Decay or Death could accomplish.
Burdened With Purpose
In perhaps directly juxtaposed with
Warforged, Aasimar have been brought into the world to serve a single God and will receive guidance and quests laid out for them. Rather than having no purpose, they instead have
too much. Constantly judged for their deeds, ripped away from peaceful lives, these celestial folk can struggle under the weight of heaven's everpresent gaze, an issue made even worse by the fact that the Gods rarely speak directly, even to them, to explain the details of their desires.
No Aasimar has ever become a baker, or a farmer, or a smith. Few Aasimar have ever retired. No, their lot in life is to either obey their God's wishes, or rebel against the divine.
Religion
The Chosen Few
By their very nature Aasimar are forever entwined with the Gods, with individuals usually worshipping and receiving power from the Deity that created them in the first place. Of course, most Aasimar will also give offerings and prayers to other Gods as well, as being closer to The Divine than other mortals ensures they know to appease those with more power than they.
For the few Aasimar who have failed or been discarded by their celestial patrons, holy sites become places of pain and regret, turning some towards violent iconoclasm, as they dedicate themselves to some small vengeance against their old masters.
Republic of Ósa
Aasimar are viewed with awe by the common peoples, for they are the closest most will come to conversing with the Avatar of a God. From the Mages perspective, they are often pieces on a grand board game, to woo and curry favour with, in the hopes of some repayment later down the line. Either way, the angel folk are treated well by all around them, rarely having to pay for food or equipment, and afforded the greatest of honours whenever they visit.
On the other hand, the way many Mages approach religion is distasteful at best, and downright disrespectful at worst. As a result, Aasimar who care deeply for performing their roles well can become frustrated with those in power, often deciding to challenge those who care little for the Gods or at least moving to Katarn, the religious capital of the world.
Kingdom of Praelos
There are only a handful of Gods the people of Praelos worship devoutly, but for Aasimar who serve one of that handful, they would be welcomed with open arms. Legend has it that the last time there was an Aasimar of
Kanzu, they became a great general and led the people from their capital to conquer many cities westwards, massively expanding their burgeoning empire.
Mechanics
Aasimar - General
All Aasimar share the following traits:
Ability Scores: Cha +2
Speed: 30ft
Size: Aasimar are typically more physically impressive than humans, averaging at least 6ft tall and weighing slightly more as well. Your size is Medium
Languages: You can speak Common and Celestial
Divine Champion: You gain piety twice as fast as others if you perform deeds in your God’s favour, and lose it twice as fast if you work against or fail your Deity.
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.
Aasimar - Fallen
Fallen Aasimar - those who serve Cthonic Gods or have turned away from their original patrons - have the following traits:
Ability Scores: Str +1
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Aasimar - Protector
Protector Aasimar - those who serve Gods of light, protection, and healing - have the following traits:
Ability Scores: Wis +1
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and 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.
Aasimar - Scourge
Scourge Aasimar - those who serve violent or ruthless gods - have the following traits:
Ability Scores: Con +1
Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant 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.
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