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Aasimar

Aasimar, sometimes called "startouched" or simply "blessed", are mortals touched by the power of Divine magic.

Description

Aasimar have incredibly varied appearances. Typically, they will appear mostly as the species they are born from- however, the powerful divine magic flowing through them will typically alter their appearance greatly. Some more common mutations are skin and hair that take on the appearance of polished bronze, silver, or gold- eyes that seem to glow with heavenly light, or that same heavenly light emanating behind their head like a halo. However, sometimes this divine energy manifests in ways that terrify others- hundreds of eyes all over their body, their veins glowing- almost threatening to char through their skin, or other similarly unsettling features. Aasimar are typically born out of the divine blessing of Celestial Guardians, or even the Gods, upon a child being born. This child entering the world is typically seen as an extremely good omen, and sometimes even the subject of local prophecies. However, Aasimar can also come to being after birth. The inherent magic of Ulthomel is quite volatile, and sometimes mortals can be affected by latent Divine magic in the environment and gain the magical abilities of an Aasimar. Sometimes, however, a hero will gain this Divine power through noble deeds- with Celestial powers taking notice and offering a vestige of their power upon them.

Race Features -

Ability Score Increase: +1 to Wisdom
Languages: You can speak Common and Celestial.

Celestial Resistances: Resistance to Necrotic 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. Wisdom is your spellcasting ability for it.
In addition to these features, you pick one Sub-Ancestry of your choice.

Aasimar Sub-Ancestries

Fallen - Imbued with the power of the Ushers, celestial beings that keep the Great Wheel of Life in balance, concerned with neither good or evil.
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 Wisdom 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.

Scourge - Imbued with the power of the Archons, you can unleash divine judgement on your enemies.
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.

Protector - Imbued with the power of the Angels, you can soar free through the air.
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing 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.

Nebula - Imbued with the celestial power of the Devas, you can alter the fundamental rules of reality.
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing gravity to warp around you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, any enemy within 15 feet of you that starts to move must succeed on a Constitution saving throw (DC8 + your prof. Bonus + your Wisdom modifier) or have their movement speed halved until its next turn, and take force damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. If they are flying or levitating, then they are brought to the ground before moving and take any associated fall damage. The extra force damage equals your level.

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