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Aasimar

Blessed bloodlines

Aasimar are (c) Wizards of the Coast.
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.   Some people are awed by aasimar, others are fearful of them, and still others have misdirected anger toward them, depending on how harsh a person's life has been and how strong their faith in their deity is. Someone who has suffered greatly despite great faith may approach an aasimar and demand to know why their prayers have never been answered. Some aasimar will try to obscure their true heritage to avoid unpleasant interactions like this, while others glory in their birthright.

Basic Information

Anatomy

Aasimar have basic humanoid anatomy.

Biological Traits

Aasimar bear the marks of their celestial touch through many different physical features that often vary from individual to individual. Most commonly, aasimar are very similar to their parents' species(es), like tieflings and genasi. Nearly all aasimar are uncommonly beautiful and still, and they are often significantly taller than humans as well.   While many aasimar are immediately identifiable as such, others are even less distinguishable than tieflings from their human parents, commonly standing out with only one unusual feature. Most aasimar have pupil-less pale white, gray, or golden eyes and silver hair, but those descended from planetars can also have emerald skin, while those descended from solars might have golden skin and topaz-colored eyes. Many aasimar also had a light covering of feathers on their shoulderblades, where an angel's wings might sprout, as well as mixed in with their hair. As in tieflings, aasimar bloodlines can sometimes run dormant for generations, reemerging after being hidden for some time.

Civilization and Culture

Naming Traditions

Aasimar are born from mortal parents, and they use the same naming conventions as their native culture.

Culture and Cultural Heritage

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.   The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.   As part of fleshing out an aasimar character, consider the nature of that character’s angelic guide.   Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.   Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.   Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible.

Common Customs, Traditions and Rituals

While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.   When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

History

It was only during The Culling that aasimar first appeared. During this time of turmoil many Torians no matter the species were reaching out to any power or entity that might listen and provide aid or shelter. Some of these people reached out to, or were contacted by, beings from what are known as the Higher Planes. Holy pacts were made that would forever bless the bloodlines of those Torians to produce angel-kin offspring. A generation later saw children all over the world born with gleaming skin and feathery backs.   Aasimar, despite their mortal ancestry, do not typically feel a strong draw to their kin but instead felt a stronger bond with other half-breeds (such as  and ). Many aasimar enjoy the company of half-elves or half-orcs, though very few aasimar get along well with Tieflings⁣, whom the celestial-descended race are instinctively wary of. Genasi⁣ are likewise alien to aasimar, who find the elemental race strange even by their own standards. Of the other common races, aasimar have little overall opinion.
Scientific Name
Homo sanctus mortalis
Lifespan
Aasimar mature at the same rate as humans, but they can live up to 160 years.
Average Height
5 to 6.5 feet
Average Weight
120 to 250 lbs.

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Aasimar Traits

Ability Score Increase Your Charisma score increases by 2, and you gain another ability increase based on your celestial heritage.
Size Medium
Speed Your base walking speed is 30 feet.

Your aasimar character has the following racial traits.   Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.   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.   Celestial Heritage. Four heritages of aasimar exist: deva, planetar, solar, and fallen aasimar. Choose one of them for your character.

Languages. You can speak, read, and write Common and Celestial.


HeritageAbility Score IncreaseHeritage Ability
Deva Heritage+1 CharismaOnce 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.
Planetar Heritage+1 ConstitutionStarting 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.
Solar Heritage+1 WisdomStarting 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.
Fallen Heritage+1 StrengthStarting 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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