Like their Tiefling "cousins" the Aasimar find their roots in the times where the divine moon has come the closest to the world. Unlike their infernal cousins the Aasimar tend to have a greater connection to their birthright and will often find themselves imbued with a sense of purpose or even a guiding light in the form of an angelic guide. Where the Tieflings rose from chaos and greed the Aasimar tend to find their creation rooted in true love or a higher, orderly purpose. They rarely have settlements and are as rare as Tieflings in the world.
Many Aasimar find themselves drawn to a higher calling long before they realize their own nature, often guided by the invisible hand of a celestial. With notable exceptions, the Aasimar do not gather into large settlements, however they do form holy orders pursuing the goals of their divine patrons and actively working as upon the world with that goal and the general goals of their gods in mind. Aasimar form holy orders or small elite cadres towards this goal and actively hunt for more of their kind, especially young, to train in this way. Though many of these orders have differing goals or ideals, all Aasimar whom are not fallen and are part of these orders will take newly found Aasimar under their tutelage until they can transport them to those aligned with their distant parentage. Aasimar will never steal children but they will usually go to extreme ends to adopt these children, no matter their age.
This can lead to Aasimar to, especially those found and raised from a young age by elder Aasimar, to have strict world views. They often lead almost monastic lives, though every order is very much unique the most notable and prevalent ones are based around extreme deities and beliefs. Young Aasimar are often under the tutelage of the leader of a Cadre or a squad of knights and those outside of it may be looking for individuals to form their own Coteries of skilled individuals.
Aasimar Features
Source: Volo's Guide to Monsters
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.
Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
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.
Languages. You can speak, read, and write Common and Celestial.
Protector Aasimar
Ability Score Increase.
Your Wisdom score increases 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.
Scourge Aasimar
Ability Score Increase.
Your Constitution score increases 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.
Fallen Aasimar
Ability Score Increase.
Your Strength score increases 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.
Notable Aasimar Orders
The Dawn Sword Knights
The leader of this order is a venerable man known only as the "Scourge of Kalislev". The Aasimar of this group draw their lineage to Solag and are formally a part of the Temple of the Dragon-Father. They interpreted the teachings and world views of the temple to an extreme however and see the eradication of darkness within the human race as the one true method to strengthen the creator of humanity.
The Dawn Sword Knights operate in small cadres built around one or two Aasimars and fleshed out with competent zealots and professionals of good alignment. They often work closely with the Boral Witchhunters in the Azure Federation but this orders hunters can be found anywhere on the continent, fighting evil. The Knights are not above using low means to achieve their ends, considering evil unworthy of any degree of honor or regard, assassination and other fell acts well within the boundaries of what they will do.
A devout man, the Scourge of Kalislev finds the concept of "Fallen" Aasimar to be absolutely reprehensible and tasked elite groups to hunt them to the ends of the earth and considers the Vör Clan to be a blight, one that has only existed this long due to the greedy machinations of Greyharbor.
Blessed Order of the Wall
A large order of Aasimar who are pledged to Reka, human goddess of civilization. They consider themselves the protectors of the people and more importantly, the settlements they call their own. They consider the act of maintenance and building to be just as holy as defending a city against marauding orcs.
The Blessed Order of the Wall is separated into two distinct chapters, the Masons and the Hammers. The Hammers are primarily knights lead by Aasimar who can be considered central to the defense of many large human cities and serve as the militant arm of the Church of the City-Mother. The Masons are an organization of skilled engineers and civil servants and are in almost every major city of the Azure Federation a school run by them can be found. Hammers and Masons are encouraged to move between the chapters, Hammers often being tasked to aid the Masons in their early years and retiring into them as they become too old to battle any longer. The leader of this order is a powerful woman called Lady Erenus Trollpike who was long the apprentice of the former master and showed great bravery and tactical genius in the defense of the city of Tenisva against during the Troll Wars
Duskguard
Formed around a now ancient and enigmatic Aasimar of Kalus-Morel, this group is less openly extreme than the Dawn Sword Knights or the Blessed Order of the Wall. Little is openly known about this group other than it is one of the largest in terms of sheer manpower, though the least in terms of Aasimar.
Instead they have a core of around a half dozen powerful Aasimar and a network of agents and skilled operatives spread throughout the Azure Federation, the goals of this group are wholly focused on an abstract concept of balance and their acts are all based around this.
This group is the most active on the other sphere, skilled assault groups or singular agents appearing and taking part in actions that seem small an insignificant but ultimately tie into a long term purpose. They are the least likely to help people at random, instead usually observing before disappearing with that information...
The Vör Clan
The Vör clan traces its roots to a time in the Azure Federation known as "The Confusion" where the greed of corrupt religious officials and the enforcement of their increasingly greedy pronouncements by the Aasimar orders and knight chapters, eventually leading to a harsh schism that at times blossomed into violence. A group of Aasimar that rejected their temples and the gods that allowed them to act as such, travelling away and bringing the violence of The Confusion to an uneasy end.
While Aasimar that still carry the bonds of their gods carry symbols of purity in both their vestiges (bright, gleaming armor and shining clothing) and appearance (pure white/gold eyes, silver, white gold, or just white vibrant hair), the Fallen carry a tarnish. Their clothes are mundane, and they are nothing special to look at. The first to fall saw their hair oxidize and turn dark. As the years went on, and generations were born after, this tarnish gave way to adaptations of their surroundings. An aasimar born of the Clan in The Khain is more likely to have their appearance match their surroundings. It is incredibly common to see shades of grays and whites like the rivers and rocks, greens and browns like the forest surrounding them.
One thing the Clan can’t rid themselves of completely is the Celestial language. Young ones are taught how to speak and write the language and it is primarily spoken in the The Khain. Common is also taught but isn’t really a big deal unless a member of the settlement decides to leave.
No member of the settlement is ever forced to stay. Once they are able to care for themselves, they can up and leave at any time. This can be seen by individuals or whole families picking up and leaving in the middle of the night without a word to anyone else. This same aspect also leads to others coming to settle in the village, both Aasimar and otherwise. At the moment the village is about half Aasimar, paradoxically making this settlement of Fallen Aasimar the largest single gathering of Aasimar on the Continent. Eingarinn Khain is an unimpressive and stark village tucked away deep in the Tall-Horn Mountains, far from any other human habitation. Their closest neighbors being the Minotaurs and the Dwarves, over 100 miles away.
The rough stone and wood dwellings are roofed by mats of living grass, and everything designed to prevent the occupants from freezing to death in the harsh winters. Some building perch on flattened rocks and within shallow dells along the banks of the river, and some perch on cliffs with winding trails that sit mere feet from the rushing waters, threatening to sweep away any that would make a misstep. Others still are set further from banks of the river atop the rolling hills covered in heather that slowly transitions in gnarled stands of windswept pine of copses of sheltered oaks within the hills.
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