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Aasimar

"The Aasimari Paradox is thus: That which we hold in, they spill forth into the world--and all are better for it. What they don't tell you about the heartborn is their aura has a hole in it and the compassion we are trained to restrain runs freely in them. This is the lesson we seek to understand--by giving freely we too are enriched."   -Guru Pithik Adjun, Eldamari holy teacher   The Aasimar are a unique and rare population that occurs naturally but unpredictably in almost every humanoid population in Aspiria. They resemble their parent species as a matter of course but have been born with unique quirks in their appearance and nature. Referred to as the heartborn in some less-than-academic circles, the Aasimar have a defect in their ability to process pneuma that results in physiological differences like metallic, white, or charcoal freckles; starkly colored hair; or metallic, luminous, or dark eyes.   Frequently Aasimar face difficulty learning and using magic in any of its shapes, divine or arcane. They do have a preponderance to being born with sorcerous talent but are almost exclusively prone to wild magic.   What endears the Aasimar to the people around them (unlike, say, the Tieflings) is the natural empathetic nature of the heartborn. Rare blessings they are for any parent or community, but therein lies danger for them. They pick up not only on compassion for their fellow mortalkind but also their darker emotions; one can no more assume a heartborn to be as good as their people's reputation says than any other individual.   Character Traits   Aasimar characters start off with the following modifiers to their stats and abilities   Ability Score Increase   You may raise one ability score by 2 and another ability score by 1, or you may raise three ability scores by 1 each.   Size   You are Medium or Small. You choose the size when you select this race, based on your 'parent' race.   Speed   Your walking speed is 30 feet.   Celestial Resistance   You have resistance to necrotic damage and radiant damage.   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 grey.   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.   Revelation of Atma   When you reach 3rd level, choose one of the revelation options below. Thereafter you can use a bonus action to unleash the strange energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:   Shroud of Atma: 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.   Consuming Atma: 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, 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 spell. The extra damage equals your proficiency bonus.   Wings of Atma: 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 one target when you deal damage to it with an attack or spell. The extra damage equals your proficiency bonus.       Aasimar in Halinor   Aasimar can spring up anywhere, in Halinor or outside. Their name comes from Eldamari scholars but is well traveled enough for familiarity. Many people will not have met a heartborn in their lifetime, but most have heard of them. The general reputation they have is a positive one, at least making their lives trend easier than the Tieflings.   Aqualonde   Aasimar born in Aqualonde tend to have elven parents and have a great chance of winding up in worship of Petra if only for the tradition that group has here for recruiting heartborn. One can expect to live an almost idyllic life in any case in the Fauconwood, until one runs afoul (or afair) of the fairy in the arbor.   Avosa Tesota   What a rush of emotions for a people to feel wash over them--Avosa is a city of life and enjoyment, and those Aasimar born or settled here get every opportunity to bask in the variety that presents itself. Sailors tend not to like taking them on voyages however; there is work aplenty on land, but superstition tends to keep them there regardless of their wishes.   Carinthia   Life in Carinthia for the heartborn tends to be a miserable affair. The land is cold and the lifestyle stark and brutal. Those that survive until adulthood tend to forge uncompromising bonds with their found families--fellow soldiers perhaps or even the priesthood. Inquisitors of Alophia are especially fearsome when aasimar; their insights into their subjects' feelings makes for targeted questions indeed.   D'yadya   Prior to the occupation the aasimar were considered a blessing amongst the more nomadic peoples. More mindful as children and attuned to their parents and fellow villagers, aasimar make for an easier childhood in some ways. Since the occupation, however, there has been more danger. The Vocirans do not look kindly on magic, much less on the sort that is as wild as aasimar tend to practice. Many have been put to the blade as if to ensure that practice dies with them.   Shurevaire   If one does not mind being poked, prodded, and studied, an aasimar ,can find a good life here, especially if they want to escape the restraints of their magical handicaps and practice safer magic. This is of course nearly impossible, but many do dream. There is a department devoted to wild magic, though, with people trained to help contain or clean up the inevitable messes.   Tarwa'kem   What does it say about Tarwa'kem that when presented with a rare people attuned to others' needs and emotions, profit is the first thought? The Tarwa'kin look to monetize these talents and there's no shortage of brothels (or temples of Pegape) that advertise aasimar on staff. Whether these claims are true or not tends to be more up in the air, but it cannot be denied that the great city has made a pretty penny off the backs of the heartborn.

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