Aasimar Species in Phrelle | World Anvil
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Aasimar

Bonded from the start

  From an early age, an Aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an Aasimar, granting a sense of destiny and a desire for righteousness. The entities also use emotions to somehow keep the Assimar connected even if they dislike one another. Occasional visions of adventuring cause their heightened emotions to help them find the right party for their path, or search for those who were prejudiced against them. Either way, the celestial entities are connected to them and help them follow the path that will keep them driven to create their destiny.

Basic Information

Anatomy

Aasimar has the physicality of a human with the same skin tone ranging from pale to dark brown and their hair is traditionally red, blond, brown, black, or silver. However, their eyes differ greatly from those of regular humans. They have pupil-less eyes that range from white, gold, gray or topaz. Often there is a small number of feathers on their shoulder. Generally, their beauty transcends a traditional mortal.

Genetics and Reproduction

An aasimar is a product of a lineage with celestial blood in it's ancestry. Their bloodlines run dormant for generations and re-emerge randomly throughout their time.

Growth Rate & Stages

Same as parental race but can live up to 160 years.

Ecology and Habitats

Few had siblings that were of the same race and thus surrounded by other races, especially their parent's race. They are generally wanderers that live anywhere throughout the land.

Dietary Needs and Habits

They have the same dietary habits as humans.

Behaviour

Even though an Assimar generally doesn't have siblings of their race they have an unnatural bond to all Assimar, whether they be friends or foes. They are also most likely to take other Assimar's side no matter their feelings for them. This could be due to their kinship, or because Assimars generally have magnetic and insightful personalities.   This insightfulness also creates a sense of empathy for others. Many have been known to be prejudiced against them, which can hurt the soul of some assimar which can lead to holding a grudge and falling into corruption. However, most Assimars choose to live with scar as a learned experience and continue to be cautious of others.

Civilization and Culture

Naming Traditions

No naming conventions, but reflect more of the lands they grew up on.

Interspecies Relations and Assumptions

Stronger connection with half-breeds such as Half-orcs or Half-elfs.
Genetic Ancestor(s)
Lifespan
160 years
Average Height
4'8" to 6'6"
Average Weight
165 lbs

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MPMM

Aasimar

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: Aasimar mature at the same rate as Humans, but they can live up to 160 years.
Size: Medium
speed: 30 feet
Languages: Two languages of your choice
race features:
May also choose small size with no changes to the race
  Darkvision. 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 discern colors in that darkness only as shades of gray.
  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. You can use this feature a number of times equal to your proficiency bonus and rest on 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, 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 a target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

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