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Aasimar

Mordenkainen Presents: Monsters of the Multiverse

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.     Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.   Aasimar Celestial Features  
d6 Celestial Feature
1 A dusting of metallic, white, or charcoal freckles
2 Metallic, luminous, or dark eyes
3 Starkly colored hair
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming on your skin
 
  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium or Small. You choose the size when you select this race.
  • Speed. Your walking speed is 30 feet.
  • Darkvision. 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 discern colors in that darkness only as 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 roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. 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.
  • Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
  • Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies 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. Until the transformation ends, 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 damage equals your proficiency bonus.
  • Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, 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, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, 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 damage equals your proficiency bonus.
  • Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, 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 damage equals your proficiency bonus.
  • Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Volo's Guide to Monsters

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.     An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.  
  • 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.
Subrace. Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.

Protector

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.  
  • 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

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil - a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.  
  • 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

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen - a group of aasimar whose inner light has been replaced by shadow.  
  • 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.
  Aasimar were human-based planetouched, native outsiders that had in their blood some good, otherworldly characteristics. They were often, but not always, descended from celestials and other creatures of pure good alignment, but while predisposed to good alignments, aasimar were by no means always good.[5]  Aasimar bore the mark of their celestial touch through many different physical features that often varied from individual to individual. Most commonly, aasimar were very similar to humans, like tieflings and other planetouched. Nearly all aasimar were uncommonly beautiful and still, and they were often significantly taller than humans as well.[7] While several aasimar were immediately identifiable as such, others were even less distinguishable than tieflings from their human ancestors, commonly standing out with only one unusual feature. Most aasimar had pupil-less pale white, gray, or golden eyes and silver hair, but those descended from planetars could also have emerald skin, while those descended from avoral celestials might have feathers mixed in with their hair. Those descended from ghaeles often had pearly opalescent eyes. Solar-descended aasimars often had brilliant topaz eyes instead or silvery or golden skin and those with couatl or lillend lineage most commonly had small, iridescent scales. Many aasimar also had a light covering of feathers on their shoulders, where an angel's wings might sprout. As in tieflings, aasimar bloodlines could sometimes run dormant for generations, reemerging after being hidden for some time.[5]

Basic Information

Genetics and Reproduction

Fallen Aasimar

Some aasimar were marked by some form of darkness in their lives, that tarnished their inner light. In most instances these fallen aasimar were either influenced by some evil power in their youth, or they themselves had turned to the ways of evil.[2] Fallen aasimar typically possessed greater strength than their other celestial-blooded kin. Once per day, they could release the divine energy stored deep within them to form an aura of necrosis around them for a single minute. This effect was so horrific that it often caused others to run away in terror.[2]

Protector Aasimar

Yet other aasimar were tasked by the greater powers of good to protect the weak and innocent of the Realms. From their youth they were given a divine missive, along with guidance, to smite evil in the defense of those unable to fight on their own.[2] Protector aasimar were often more learned and judicious than others. Around once per day, they could channel their inner light to conjure to angelic, incorporeal wings from their back for one minute. They could fly at the speed of about 300 ft (91 m) per minute and unleash radiant energy when they attack.[2]

Scourge Aasimar

These individuals of divine heritage that possessed an intense drive to purge evil from the Realms. They imbued with powerful radiant energy to help them carry out their natural drive to smite evil. They were easily identifiable as the energy coursing through their body radiated outward. They were exceptionally hearty and robust individuals.[2] About once per day, scourge aasimar could release the radiant energy held within them in a blast that extended outwards for 10 ft (3 m). This power could last upwards of one minute.[2] Scourge aasimar often wore masks to hide away their otherworldly appearance, except when engaged in combat.[2]

Ecology and Habitats

Aasimar were most commonly found in the eastern lands of Unther and Mulhorand, where they were the descendants of the good deities who once walked among the mortals. Since the Spellplague, however, and the devastation of both lands, aasimar became wandering nomads bound to no land or god and spread widely over the face of Faerûn, as well as other parts of Toril. Those from outside of Faerûn were often drawn to it, perhaps by the ancestral lure of Unther and Mulhorand, and so many aasimar could be found in borderlands such as Durpar, Murghôm, Thesk, or Waterdeep, though none of these places were considered traditional homelands.[10]

Additional Information

Social Structure

“I've made a career stealing fiendish artifacts from the blackened fortresses of Baator, the fetid reaches of the Abyss, and yugoloth strongholds on Gehenna.” — Seraphistus the aasimar thief[8] Aasimar were rare throughout Toril and, as such, had no true cities or societies of their own, much like other planetouched. Aasimar could live for the whole of their life without ever meeting another of their kind and, as such, were resigned to living amongst other races.[5] Very few aasimar had siblings who were also aasimar, in large part due to the rarity of a celestial or god mating with a human but also due to the fact that aasimar who sprang from ancient bloodlines long left dormant were even rarer. As a result, not many aasimar met others of their kind, though such meetings were more common in Mulhorand, owing to the relatively larger number of aasimar there. On the rare occasions where two aasimar did meet, they often felt a kind of kinship and unspoken understanding with one another. Most aasimar were likely to take the side of another instinctively, regardless of personal feeling and there was a strong bond between aasimar of all stripes.[5]

Religion

Because of their ties to the goodly gods and celestial beings, many aasimar were drawn to a religious path and most aasimar spellcasters called on divine magic as opposed to arcane magic. A great many become paladins, most in the service of good, and the philosophy of lawful good paladins often resonated strongly with aasimar. Those descended from non-lawful outsiders, on the other hand, most often became clerics, though a few also became paladins.[5] Like other half-breeds, aasimar did not feel, as a whole, beholden to any one god or pantheon, but many aasimar worshiped the Mulhorandi pantheon and a large proportion of the race was descended from the goodly gods of Mulhorand. Many of these aasimar in particular often felt a strange bond to the animals whom their divine ancestor was a patron of. Others, particularly those born outside of Mulhorand or its neighbors, often took on gods appropriate for the nation in which they lived.[5] Some aasimar, who fell to evil, did so because of feelings that their celestial blood and patron visions had brainwashed them. Such aasimar who fell would lose their celestial patron but became fierce fighters, their radiant damage becoming necrotic.[2] On the Outer Planes, aasimar were the servants of many of the dwarven and elven gods, including Aerdrie Faenya, Berronar Truesilver, Corellon Larethian, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Haela Brightaxe, Hanali Celanil, Labelas Enoreth, Moradin, Shevarash, and Solonor Thelandira— despite not having dwarven or elven blood. The human gods Lliira and Milil also had aasimar as servants.[9]

Relations

Aasimar, despite their human ancestry, did not typically feel a strong draw to their kin but instead felt a stronger bond with other half-breeds. Many aasimar enjoyed the company of races as varied as half-elves or half-orcs, though very few aasimar got along well with tieflings, whom the celestial-descended race was instinctively wary of. Genasi were likewise alien to aasimar, who found the elemental race strange even by their own standards. Of the other common races, aasimar had little overall opinion, since dwarves, elves, and the like had little history of persecuting aasimar but neither did they have a history of befriending them.[5]

Civilization and Culture

History

Though mortal aasimar were the result of breeding between humans and celestials, devas were unheard of in the local multiverse prior to the arrival of the Mulani from a forgotten plane. Drawn to Imaskar by powerful wizards, the Mulani slaves called upon their gods for aid. Just as the gods could initially appear only as avatars so did their celestial servitors initially require mortal bodies, resulting in the first devas.[10] Since then, devas, also commonly called aasimar in Mulhorand, (a term then adopted for the mortal progeny of celestials and mortals by others), were created through other means, but all of the race shared certain qualities with these first individuals.[10][5]

Appendix

Notes

  1. The 5th edition sourcebook Volo's Guide to Monsters lists protector, scourge, and fallen aasimar as subraces. The supplemental sourcebook Monsters of the Multiverse includes characteristics of these subraces as three different "Celestial Revelations".

References

  1. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), pp. 286–287. ISBN 978-0786965622.
  2. Mike Mearls, et al. (November 2016). Volo's Guide to Monsters. Edited by Jeremy Crawford, et al. (Wizards of the Coast), pp. 104–105. ISBN 978-0786966011.
  3. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 18–19. ISBN 0-7869-1836-5.
  4. Richard Baker (October 1995). Monstrous Compendium Planescape Appendix II. Edited by Karen S. Boomgarden. (TSR, Inc.), pp. 6–7. ISBN 0-7869-0173-X.
  5. Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), pp. 112–114. ISBN 0-7869-2875-1.
  6. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 32. ISBN 0-7869-3134-5.
  7. Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 9. ISBN 0-7869-5016-4.
  8. Template:Cite web enhancement/Devil's Deal
  9. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  10. Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 21. ISBN 978-0-7869-4929-8.
  11. B. Dave Walters (January 2020). “A Darkened Wish 4”. A Darkened Wish #4 (IDW Publishing) (4)., pp. alt–cover.
  12. B. Dave Walters (January 2020). “A Darkened Wish 4”. A Darkened Wish #4 (IDW Publishing) (4)., pp. 13–14.
  13. Beamdog (March 2016). Designed by Philip Daigle, et al. Baldur's Gate: Siege of Dragonspear. Beamdog.
  14. Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  15. Codename Entertainment (September 2017). Idle Champions of the Forgotten Realms. Codename Entertainment.
  16. Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), pp. 83–84. ISBN 0-7869-3693-2.
  17. Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.

Notable Aasimar

  • Aiden, captain of the Blue Glaucus in the Moonshae Isles.[11][12]
  • Caelar Argent, a crusader who led an army to the Nine Hells, seemingly with the intent to rescue tormented souls of their deceased loved ones.[13]
  • Sirge de La Sunya, an Amnian paladin that founded The Winter Rose adventuring company.[14]
  • Turiel, the cleric of Bahamut that resided within the hallowed walls of Candlekeep.[15]
  • Xale of the Starry Glen, a Knight of the Blue Moon.[16]
  • Aylin, daughter of the Moonmaiden. [17]
Genetic Ancestor(s)
Scientific Name
Homo-Divinus
Origin/Ancestry
Celestial
Related Organizations

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