Planartouched: Aasimar

Though aasimars have the blood of celestial beings, their ancestry is at least one step removed from the original introduction of that blood: the child of a union of a mortal with a celestial being is a half-celestial, not an aasimar. Aasimars may be born from the union of the half-celestial with another mortal being. The possibility of an aasimar birth continues to many generations after that union, even when two mortals have children, so long as one of the mortals is a direct descendant of the half-celestial. Although half-celestial creatures come in many shapes and forms, aasimars are only born from humanoids. They are not all benevolent, but certainly tend in that direction. Despite their inborn advantages, aasimars can face a number of difficulties in their lives. They often have high expectations placed on them from youth, and envy and resentment from their peers can cause them to face stigmas in their communities. Because of their reputation for being generally good creatures, they are sometimes targeted for killing or capture by evil beings, such as black dragons. The traits afforded to aasimars by their heritage, such as their beauty, often cause them to be targeted by the slave trade.   Their beginnings are in the Second Age, Godswar, when the forces of evil and good fought on the Material Plane of Tethys. The celestial beings mingled with the mortal population and those that brought offspring were mainly the humans of that Age. Those Half-Celestials would become mighty commanders of the mortal armies and had many concubines, which in turn would bear the first Aasimar. This race would be split, finding new powers. Those that stayed behind battle lines, taking care of the wounded would be known as the Protector Aasimar, while those that fought head-on, the Scourge Aasimar. After The Great Clash  , the continent where the most (if not all) of the Aasimar race once stood was split. Most of them now lived in the Azura deserts, while others in the demonic lands, now turning green, of Arakhor. Aasimars would finally have a taste of the fiendish side, become more an avatar of death, while those in the deserts would form the kingdom of Ossyria, some were granted boons by the gods, turning more into animals. Thus the race split again, into the Fallen Aasimar and Godwoken Aasimar respectively.  

On Tethys

On Azura, the Aasimar are the population, you are only special if you are of the Godwoken, thus they live a relatively normal life on that continent compared to others. On Arakhor, the Aasimar are mocked, sometimes even hunted or taken as slaves. Only the Fallen Aasimar are treated with some respect. Most of Old World sees the Aasimar "for what they are", the remnants of the Godswar, the most brutal conflict of all Tethys. Their coming is always seen with suspicion, especially those of the Godwoken, as those waged war thousands of years ago against the people of the continent. The continents of Sailan and Venland and other lands sees the Aasimar as strange beings, touched by the gods, sometimes greeted with awe.  

First World Theory

On the First World, the Aasimar were seen as the descendants of the Gods. There were very few Aasimars, not enough to even form a village, thus they were treated as exotic and strange. Only in big enough cities, you could meet one of them.  

Aasimar Features

Each Aasimar has at least one feature, that is noticeable and shows his heritage. The most common are glowing eyes or a halo but there is a huge variety even in them. Some might have a bloody dripping halo (Fallen), others would have shining eyes of hope (Protectors), while others would show their fury (Scourge). There are more rare features like marble-like skin, extra long fingers, jeweled eyes, animated shadows, glowing skin, echoes in voice, melodic laughter, and many more. There isn't really a limit on how many features an Aasimar might have. There are some restrictions on specific. Aasimar might have wings but they are "unusable" as a form of flight (until they take the Aasimar feat), they could even gain a pair of wings later down the line in their life. The Godwoken are the only Aasimars with animal heads, a big feature that makes them stand out among all other Aasimar, while the Fallen would have "gloomy" features like ashen skin, blackened hands, catlike eyes and more.
Genetic Ancestor(s)

Aasimar

Ability Score Increase Based on Type
Size Medium
Speed 30ft

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.   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.  

Aasimar (Protector)

Ability Scores: Cha +2; 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)

Ability Scores: Cha +2; 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.  

Aasimar (Fallen)

Ability Scores: Cha +2; 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 (Godwoken)

Ability Scores: Cha +2; Int +1   Favor of Heavens. The heavens smile upon you, granting you powers along your journey. Starting at 3rd level, you gain one charge of radiant energy, this increases every two levels beyond 3rd (so 5th, 7th and so on) to a maximum of 8 charges. When you hit with a weapon attack you can choose to expend a charge and add 1d6 of radiant damage to the weapon attack as if it were part of the attack. To expend multiple charges at one time it must be done as a bonus action after you successfully land a weapon attack. Should you target a fiend with this trait, turn your d6s into d8s for the attack. You regain all spent charges after a short or long rest.

This species has multiple parents, only the first is displayed below.
All parents:

Comments

Please Login in order to comment!