Aasimar

Aasimar carry the blood of a celestial and are chosen by one of the gods themselves for a great destiny. They can descend from any race though can never carry the blood of another outsider such as a fiend. As such, a tiefling and an aasimar can never inhabit the same body. Most aasimar are good-aligned and fight against evil in the world, and some have a minor physical trait suggesting their heritage such as silver hair or an unnaturally intense stare. Without deviation, an aasimar's eyes match their patron deity's chosen color, marking them as a forebear of that god. Some aasimar carry a birthmark in the shape of their patron deity's holy symbol or other mark significant to that faith.   Aasimar will always feel uneasy around tieflings and other fiend blooded creatures, as though something is crawling just beneath their skin all over their body. This is doubly true for fallen aasimar, who no longer have the light of the heavens to warm them against the fiends. Some more aggressive aasimar, such as those with an angel of battle, will often lash out against tieflings, while those with a more peaceful one such as an angel of protection will typically try to ward others against the devilish creatures. This can wane slightly with time spent around them, but they are always untrusting of the creatures, their very blood urging them to action - whether to fight or flee.  

Celestial Champions

Aasimar are places in the world to serve as guardians of their faith, a mortal vessel inhabited by an angel of the god. They typically match their patron deity's alignment exactly and their inner angel pushes them to fulfill their duty, at least as far as the angel's ideal goes.   From an early age, an aasimar receives visions and guidance from their angel in dreams or trances. These times will shape the aasimar into a better servant of their god, imbuing in them the powerful ideals they must strive to meet.   Each aasimar has their own angel within them, and each angel has their own ideal. As such, an aasimar will often push toward that ideal much stronger than other parts of their faith, but nonetheless try to do all they can to be a proper servant.  

Angelic Guides

An aasimar has a link to their god through their inner angel, each one imbued with divine power. While they look nearly identical to others of their physical race, they hold within them a small part of the heavens. This angelic guide will strive to teach the aasimar and keep them on the right pat hto serve their deity.   The angelic being is far from omniscient. Its guidance is based on its ideal and understanding of the tenets of their god, and it might have insight into combating especially powerful forces that seek to halt your god's will that it knows about.

Aasimar Traits

Your aasimar character has the following racial traits
Ability Score Changes. Your Charisma score increases by 2.   Alignment. Imbued with celestial power, most aasimar match the alignment of the deity that created them and imbued them with an angel. Outcast aasimar are most often neutral or evil, having scorned the gods.   Size. Aasimar have the same range of height and weight as their physical race.   Speed. Your base walking speed is 30 feet.   Darkvision. Your eyes glow with the holy light of your gods. 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.   Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to one half your level. You can use this trait a number of times equal to one half your Charisma modifier (minimum 1) and regain all uses on a long rest.   Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.   Languages. You can speak, read, and write Common and Celestial. Angelic Guide. Each aasimar has their own angelic guide within them, helping to decide their path. This angel determines your subrace.
As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. An aasimar with an angel of vengeance or battle within them will typically be more straight forward and aggressive than one with an angel of protection or peace.

Conflicted Souls

Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few decide to turn against their deity. In their minds, their exposure to celestial powers amounted to little more than brainwashing.   An aasimar who turns against their deity faces a few possible consequences. An evil deity may simply strike down the aasimar, killing them outright. A deity who believes the aasimar may still become better may have them fall, their angelic guide abandoning them until they return to their proper path. If they do not manage to return to their path, they will become a normal member of their physical race, their divine powers being stripped away from them entirely. A deity can strip these powers away immediately instead if they so feel the need to. In some cases, if a fallen aasimar's deity believes them unable to improve but feels they can do better in the next life, they may strike them down rather than just removing their divine power.  

Aasimar Names

Most aasimar will take names from their physical race, but some will instead adopt the same celestial name as their angelic guide. This is often seen as a strong step toward fully devoting themselves to be a servant of their deity.  

Subraces

Angel of Authority
Angels of Authority are the heralds and mouthpieces of their deity, and tend to handle some of the most important tasks related to the protection and well-being of a deity's dominion.   Ability Score Changes. Your Wisdom and Intelligence scores are increased by 1, but your Strength and Dexterity scores are decreased by 1.   Voice of the Gods. Starting at 3rd level, you can use your action to embrace the powerful voice of your deity, commanding others to listen.   You can cast command a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.   In addition, you can use you action to become the embodiment of authority for 1 minute, guaranteeing those you hit get the message. 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 spell. The extra psychic damage equals your level.   Once you use this trait, you can’t use it again until you finish a long rest.   Celestial Resistance. You gain resistance to psychic and force damage.
Angel of Battle
Angels of battle are military leaders, uninterested in dialogue and having a single minded focus on destroying the enemies of their deity.   Ability Score Changes. Your Strength score increases by 1, but your Wisdom score decreases by 1.   Aura of Battle. Starting at 3rd level, you can call upon the strength of your angelic guide to aid you in battle. A manifestation of your guide appears in a space adjacent to you, or the nearest unoccupied space.   This manifestation lasts for 1 minute, or until you end it as a bonus action. This manifestation can attack and follows your unconscious commands. It has hit points equal to 5 times your level and has a bonus to attacks equal to your proficiency bonus plus your strength modifier. If it hits, it deals force damage equal to 1d8 plus your level.   Once you use this trait, you can’t use it again until you finish a long rest.   Celestial Resistance. You gain resistance to radiant and necrotic damage.
Angel of Light
Angels of light are the embodiment of their deities subconscious thoughts and are driven to enact the thoughts that spawned them. They will readily work for more powerful angels whose dispositions match theirs. These make up the most common of angels and aasimar.   Ability Score Changes. Your Wisdom score increases by 1, but your Strength score decreases by 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.   Celestial Resistance. You gain resistance to radiant and fire damage.
Angel of Protection
Angels of protection are angelic Knights Templar, serving as bodyguards for important faithful and protecting temples.   Ability Score Changes. Your Wisdom score increases by 1, but your Dexterity score decreases by 1.   Angel's Ward. Starting at 3rd level, you can use your action to let loose your angelic guide's natural yearn to protect those around you or yourself, causing an incorporeal version of your angelic guide to manifest near a creature of your choice within 30 feet for 1 minute.   This manifestation lasts for 1 minute or until you end it as a bonus action. During it, the protected creature gains resistance to all damage equal to twice your proficiency bonus. This stacks with other sources of resistance except for sources that resist half the total damage, and is applied after all other sources. In addition, once on each of the protected creature's turns, it can deal extra radiant damage to one target when it deals damage to it with an attack or 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.   Celestial Resistance. You gain resistance to radiant and necrotic damage.
Angel of Retrieval
Angels of Retriever are expert trackers and lead squads of divine servitors and agents tasks with recovering stolen relics or kidnapped creatures.   Ability Score Changes. Your Dexterity score increases by 1, but your Strength score decreases by 1.   Divine Hunt. Starting at 3rd level, you can use your action to gain a portion of the senses of your angelic guide, allowing you to hunt down those who have sinned. Your eyes glow bright and a mask forms over the rest of your face.   This transformation lasts for 1 minute or until you end it as a bonus action. During it, your movement speed is increased by 10 feet and you can take up to three reactions per round, but only if all of them are attacks of opportunity, and only one per turn. 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 spell. The extra damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.   Celestial Resistance. You gain resistance radiant and necrotic damage.
Angel of Supremacy
Angels of supremacy are the most powerful of the angelic fighters and typically guard the homes of the gods and form the backbone of divine strike forces in serious conflicts.   Ability Score Changes. Your Constitution score increases by 1, but your Intelligence score decreases by 1.   Divine Supremacy. Starting at 3rd level, you can use your action to invoke the aura of your angelic, causing your skin to be coated in a glossy silver metal and your eyes to glow brightly.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you regain hit points equal to your Constitution modifier at the beginning of each of your turns while you are above 0 hit points.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 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.   Celestial Resistance. You gain resistance to radiant and necrotic damage.
Angel of Valor
Angels of valor are the rank and file of the Astral Sea, fighting tirelessly for their gods despite being the weakest of the angelic warriors.   Ability Score Changes. Your Strength score increases by 1, but your Wisdom score decreases by 1.   Valorant Divinity. Starting at 3rd level, you can use your action to invoke the divinity that dwells within you, causing your skin to radiate wisps of light and your eyes to go white with powerful radiance.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you let our bright light for 30 feet and dim light for an additional 30 feet. Each creature of your choice in the light has vulnerability 5 to radiant damage. In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or spell. The extra fire damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.   Celestial Resistance. You gain resistance to radiant and fire damage.
Angel of Vengeance
Angels of vengeance are warriors sent to hunt down those who betray their faith, but are also occasionally sent to test those servants who are in danger of falling.   Ability Score Changes. Your Constitution score increases by 1, but your Intelligence score decreases by 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.   Celestial Resistance. You gain resistance to fire and cold damage.
Fallen
Fallen aasimar have lost their angelic guide, feeling cold and empty without their divine power. Few stay in this state for more than a few months, after which they will either be stricken down by their deity or turned to a normal member of their physical race if they have no re-ascended and made amends with their creator.   Ability Score Changes. Your Strength score increases by 1, but your Wisdom score decreases by 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 each 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.   Celestial Resistance. You gain resistance to radiant and necrotic damage.

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