Aasimar Cultural Traits
Predominantly Aasimar communities are incredibly rare, with many Aasimar children being born to non-Aasimar parents. These children are often given up to be raised by churches, as Aasimar are often seen as a gift from the Creator. This results in a much higher percentage of clergy possessing Aasimar traits, and has created a quasi-Aasimar culture of its own. There are a rare few pockets of Aasimar communities outside of churches, whose membership often grows through recruitment of young Aasimar.
Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.
Alignment
Aasimar do not have an innate tendency towards good, though many non-aasimar falsely believe they do. Good or not, aasimar who are raised either in a church environment or within an aasimar community are often taught to respect a moral teaching, which may incline them towards a lawful alignment, if these teachings stick.
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.