Aasimar
Born of Divinity
In a world as diverse as ours it is so simple to lose the awe of those that we call friends and family. And are there any who are so striking as the Aasimar, the very products of divinity? Like all those who find their bloodlines so blessed, or tainted, there is no hiding their ancestory. Alabaster skin with silver-hued hair, eyes that seemingly glow and their skin adorned with various markings. For some that is where it ends, but the true-blooded Aasimar, those born from the explosive energies that marked the discovery of a Spark of Divinity, they carry remnants of that. And this is where the beauty of the Aasimar come about as this reminder of their origins takes shape depending on the divine being they owe their origin to. Each one so lovingly unique, they need not have a voice like mine to leave their mark.
Sure, it may seem like I am envious of the peerless perfection and beauty of these people, but make no mistake. Why should I envy those whose very existence attracts the forces of absolute evil? Forces where a quick death would seem merciful. It is because of this you will find many Aasimar will attempt to hide their face in hoods, but more commonly masks. And just like their markings these masks will tell you much about their wearer. Those who take pride in their Deitriarch will adorn a mask that embraces those; but the inverse is also true.
If it wasn't bad enough being marked on birth of your divine lineage and ever-present danger lurking in every corner of your life, I have befriended, and once upon a time bedded, some Aasimar who have disclosed that they have some guardian with them. A force from beyond the planes to help guide them to achieve a grand and fulfilling purpose till their dying breath. An Aasimar is not born to live a simple life, tilling the fields is not in their future. Some cannot answer this call, some are crushed by the weight and pressure of their duty. And there are some who willingly choose to defy this guardian, forsaking them and their blood, embracing the corrupting forces that follow.
An Aasimar can be a true friend, one who will follow you when all else have turned away. Protecting you till their dying breath, and standing against any who oppose you. They may also be the very ones who stand against you, hunting you to the ends of the Earth until only you two remain. The Aasimar do not live a quiet life, and any who travel amongst them join the cacophony that we all turn a deaf ear to. But not all of us want the quiet.
Age: Those that manage to live long enough to die in a bed surrounded by loved ones seem to live slightly longer than humans, roughly to about 160 years of age. I doubt even a handful have lived to this age though. Like the Spark of Divinity that birthed so many of them, their life is as short as a flash of light.
Ability Score Improvement: Charisma +2, Constitution +1 Speed: 30 Feet Size: Small or Medium Celestial Resistance: You have resistance to Radiant and Necrotic 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 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. Once you transform using your revelation below, you can't use it again until you finish a long rest.
Ability Score Improvement: Charisma +2, Constitution +1 Speed: 30 Feet Size: Small or Medium Celestial Resistance: You have resistance to Radiant and Necrotic 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 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. Once you transform using your revelation below, you can't use it again until you finish 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, 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 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 one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

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