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Aasimar

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature

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.


  • Ability Score Increase. Your Charisma score increases by 2.
  • Age. Aasimar mature at the same rate as humans, but they can live up to 160 years
  • Creature Type. You are a Humanoid.
  • Size. You are Medium or Small. You choose the size when you select this race.
  • Speed. Your walking speed is 30 feet.
  • 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.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • 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.
  • Languages. You can speak, read, and write Common and Celestial.
  • Subrace. Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.

Protector

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever 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

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

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.

History

Aasimar started to appear the same time as the Tieflings did, during the end of the Entity Era. When an Aasimar is born there are usually signs of celestialness, like animals approaching, heavy weather suddenly lifting, or rapid plant growth. This leads to many cultures viewing Aasimar as a blessing or glorifying them. Which in turn leads to them growing up lonely or without true friends.

While it is thought that Aasimar and Tieflings have a natural rivalry, oftencase when the two races sit down and start to talk they usually find that they have more in common then they thought.

Origin/Ancestry
Celestial
Lifespan
Mature same as parent race, Up to an additional 160 years from parent race's
Average Height
Same as parent race
Average Weight
Same as parent race
Geographic Distribution

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