Aasimar
Aasimar are human-based planetouched, native outsiders that had in their blood some good, otherworldly characteristics. They were often, but not always, descended from angels and other creatures of pure good alignment, but while predisposed to good alignments, aasimar were by no means always good.
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 they were often slightly taller than humans. 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. This often included pup-less pale white, gray or golden eyes and silver hair while others had emerald skin.
As a general rule, aasimar were a wise and charismatic race, possessed of strong insights and a powerful allure with which most races could not compare. Aasimar were also quite perceptive, noticing things that others did not, and many could see largely unimpeded in perfect darkness, while also possessing the ability to cast magical light to aid those who could not see. Aasimar were also resistant to the effects of radiant and necrotic damage. While many do not realize this, aasimar have the supernatural ability to understand and speak celestial. This may last an entire aasimars life without realization, but one will recognize the language immediately upon hearing it.
Most aasimar grew up cautious around others and, like tieflings, were sometimes misunderstood, though never to the hateful extent many of the fiendish bloodlines were. Even those raised by understanding parents could not escape their strangeness, or the curiosity (or even fear) that their unique nature sometimes provoked. Many aasimar even suffered prejudice, something that deeply hurt the soul of the aasimar in question since most had an inherent bent towards empathy for others. Though many aasimar were good in nature, thanks in a large part to their celestial ancestors, not all were, just as not all tieflings were evil. Some aasimar fell into the trap of evil, corrupted perhaps by experience or the counsel and aid of an evil god.
All aasimar are the result of breeding between celestials and humans and the touch of the divine in their bloodline. This may go generations while remaining dormant. Aasimar who have children will usually be human, but have a higher chance than normal of having Aasimar children. Aasimar are only capable of having children with humans, half-humans or other Aasimar, unlike other half-humans There is no half-aasimar.
Aasimar Names
Aasimar do not have a particular naming scheme as they are born of humans. They will have the names of their parent ethnicityAasimar Stats and Abilities
Ability Score Increase: Your Charisma score increases by 2.Size: Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: Celestial and one Human Language (usually Westerling)
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.
Subrace: Choose one of the three subraces below.
Protector Aasimar
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever 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 Aasimar
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 Aasimar
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.
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