Aasimar Species in The Five Realms | World Anvil
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Aasimar

Heros are the scions or descendants of celestials but are not part of the larger society of these beings. They are the mortal progeny or offspring of a celestial being of the Outer Planes; an Aasimon, Archon, Eladrin, or Guardinal and a mortal being. While the Aasimon consist of seven distinct types, as do the Archon and Eladrin, similarly six different types of Guardinals exist, but there is only one kind of Aasimar though no two are exactly alike. The blood of a celestial course through the body of each Heros, even if it is just a trace amount. As a result of this influence Heros are often referred to inaccurately as "Devine Blooded".   Heros generally appear as gloriously beautiful humans with golden hair, fair skin, and piercing eyes. Standing 5'3" to 6'9" tall and women being more slender weighing 95 to 140 pounds compared to 140 to 190 for men. They might be mistaken for half-elves or even true celestials. Their legendary goodness and courageous, honest to a fault nature, and truth of heart are how they are commonly portrayed. As mortal beings cursed with subtle imperfections of their human parent or ancestors means the Heros are not always the epitome of virtue. Some are reckless, headstrong types, while others are treacherous and deceitful, justifying their malign actions any way they can as they gather armies for crusades and lead their evangelical missions.   Unlike the tainted asdroku, heros are rarely abandoned by their parents. Typically the mortal parent raises these children in mortal communities but their celestial parent always maintains some hand, even if it is an invisible one, in their offspring's lives to guide them along what they believe to be the right path.   Heros often attempt to pass as normal humans in order to fit more easily into society, however their proud heritage always sets them apart. Usually driven to right wrongs and defend goodness in the mortal world many rise to become revered leaders and honorable heroes.

RPG Datasheet

Variant 1: Aasimar

Dungeon Master's Guide page 286  
Ability Score Increase
Your Wisdom score increases by 1, and your Charisma score increases by 2
Age
Aasimar mature at the same rate as humans but live a few years longer
Alignment
Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage
Size
Aasimar are built like well-proportioned humans. Your size is Medium
Speed
Your base walking speed is 30 feet
--Darkvision::Thanks to your celestial heritage, you have a superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were a dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance
You have resistance to necrotic damage and radiant damage
Celestial Legacy
You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells
Languages
You can speak, read, and write Common and Celestial
 

Subrace Variants

Volo's Guide to Monsters page 103  
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
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
 

Variant 2: Protector

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--  

Variant 3: Scourge

--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.--  

Variant 4: Fallen

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.--

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The Players Guide
Races

Heros

"Divine Blooded"

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