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Aasimar

Aasimar are human-based planetouched, native outsiders that have in their blood some divine, otherworldly characteristics. They were often, but not always, descended from celestials and other creatures of higher power.

Physical Traits

Anatomy and Morphology

Aasimar bear the mark of their celestial touch through many different physical features that often varied from individual to individual. Most commonly, aasimar are very similar to humans, like tieflings and other planetouched. Nearly all aasimar are uncommonly beautiful and still, and they are often significantly taller than humans.
While several aasimar are 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.

Genetics and Aging

Aasimar children grow at the same rate as humans, but develop a connection to their divine souls somewhere during ealy childhood. Divine physical characterisisics develop during teenage years. Aasimar can live for centuries, depending on their divine heritage. Not all children of Aasimar are born with the same divine traits. Their bloodlines could sometimes run dormant for generations, reemerging after being hidden for some time.

Habitat

Whether an Aasimar can blend into society depends on how visible their divine traits are. Some Aasimar choose to stay out of sight, while others embrace their divine aspect as leaders or saints.

Diet

Aasimar eat diets similar to humans, but they do not require as much food since they are powered by the divine. An aasamar can go days without food or water and remain strong.

Sapient Traits

History

The Aasimar are descendents of humans, and Celestials from Mount Elysium . Ever since then they have followed the Plan of Toutorix that is in their blood. An Aasimar hears the voices of gods and Celestials in their soul, and is incentiviced to follow the plans of the gods and be their agents in the Material realm.

Manerisms

Aasimar children grow up around human parents and learn much of their manerisms from them. However, they have a tendency to be more mentally developed then their mortal siblings and are often wise beyond their years. Even in adulthood, aasimar are insightfull and perceptive. Their world cary with it a power that is tangeble to those around them.

Ways of Thinking

Aasimar are wells of power that attract others towards them.. They have the following mental traits:
  • Wise and contemplative.
  • Fierce nature to protect or destroy.
  • Always have a greater purpose that they live towards.

Naming Conventions

Completely dependent on their culture. The celestial language produces alien sounding names such as: Callisto, Erathaol, Zaphkiel

Beauty/Gender Ideals

Dependent on culture, although aasimar tend to uncontiously alter their physical development to allign to the beauty standard of their culture.

Relationship Ideals

Aasimar often care greatly for their imediate family who raised them, although their higher purpose often forces them to abandon their families in pursuit of their lofty ideals.

Ancestry Traits

Size
Medium
Speed
30 ft. walking
Darkvision
60 ft.
Ancestral Language
Celestial
Celestial Resistance
necrotic and radiant
Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level + Charisma modifier. This feature has uses equal to your proficiency bonus and recharges when you finish a long rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Ecclesiastic
You gain proficiency in Religion.

Specific Ancestry

Protector Aasimar

Protector's Blessing
You can spend one use of your Healing Hands ability to instead cast the Bless spell as a 1st-level spell (increase spell level by one for each additional charge of Healing Hands spent).
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 your transformation, 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 short rest.

Scourge Aasimar

Scourge's Smite
You can spend one use of your Healing Hands ability to cast the Searing Smite spell as a 1st-level spell (increase spell level by one for each additional charge of Healing Hands spent).
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 the transformation, you shed bright light in a 30-foot radius and dim light for an additional 30 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 short rest.

Fallen Aasimar

Fallen's Hurt
You can spend one use of your Healing Hands ability to cast the Inflict Wounds spell as a 1st-level spell (increase spell level by one for each additional charge of Healing Hands spent).
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 your transformation, 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 short rest.
Lifespan
180 years
Average Height
1.90 m
Average Weight
70 kg

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