One of the mythic heritages, those who have a link to the greater firmament, the divine and celestial. Aasimar appear in families of mundane species who have been touched by other-planar entities from the heavens. They may appear seemingly at random, and the manifestation of aasimar traits can skip generations arbitrarily.
Most aasimar closely resemble their mundane heritage but bear signifiers of their mythic blood. Extra eyes, feathers instead of hair or fur, golden skin or blood occasionally manifest. In certain regions, a layperson might consider an aasimar to be an angel sent from above but it must be stated that aasimar are merely rare people, not necessarily exceptional ones. Good and evil aasimar exist, just like their cosmic cousin tieflings.
Since aasimar appear nearly at random, they have no specific culture or conventions, bar one exception. On Des Forabis, the Holy Cradian Empire was founded by an aasimar family, and its rulers remain aasimar to this day. Supposedly divinely-ordained, the large family tree originating from the first Emperor maintains its mythic heritage without skipping a generation.
For this reason, the closer one goes to the Holy Cradian Empire, the less unusual aasimar become; but it should be noted that such people are still one in a million.
Aasimar Player Characters
As an aasimar you were born from parents of any mundane species in the world; see
Denizens of the World. Your divine origin is most likely completely inscrutable; at some point in your bloodline there may have been a promise with a celestial, a blessing from the heavens, or an ancestor may have actually mated with an angel. Most likely, you and your parents have long forgotten the truth of the matter, and eventually the touch of Positive Planar energy manifested in you after so long.
You & the DM can define the circumstances of your heritage if you wish, and what it means for how you were raised.
Being influenced by the celestial doesn't automatically make you inherently good; you are still an ordinary person. But, more-ordinary people might assume you're innately good and special thanks to your appearance.
Your physical appearance is kin to that of your mundane species, but depending on your legacy, you may manifest various divine traits.
As an aasimar, you gain aasimar traits, not the traits of your mundane species. The exceptions are your Size, Height/Weight, Age, and Speed, for which you use the traits suggested or given by your mundane species.
Aasimar Traits
Ability Score Bonus. You gain a +2 to Charisma.
Age. Aasimar tend to live about 25% longer than their mundane relatives. A tabaxi aasimar may live to see 120, while a gnomish aasimar might age over 700 years.
Size. You use the Size from your mundane heritage - human, dwarf, halfling, etc.
Speed. You use the Speed from your mundane heritage.
Darkvision. You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only 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 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. Charisma is your spellcasting ability for it.
Celestial Legacy. There are many planes considered heavenly by mortals, and an aasimar's heritage may be influenced by any one of them. Regardless, each aasimar falls into one of three categories, granting the divine influence of protectors, of crusaders, or of destroyers. Select one of the following:
Praesul
Seen as protectors and defenders in myth, praesul take the appearance of beautiful individuals whose limbs are bound by golden rings, and frequently sprout feathers amidst or instead of hair or fur. Legendary praesul have the ability to fly and smite their foes.
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.
Ability Score Bonus. You gain a +1 to Wisdom.
Plaga
The most common type of aasimar people found the world over, plaga are best identified by their extra eyes; most every humanoid species has two, but plaga can have three or upwards of a dozen or more in rare cases. A central third eye is most common but some legendary plaga have been said to have additional eyes on their limbs or the palms of their hands.
The divine lineage of the Holy Cradian Empire is one of plaga; on Des Forabis, most people are familiar with the idea of nobles having this unusual trait.
In general, plaga take the role of crusaders or warriors in myth; unlike the other two types which may originate from any celestial plane, plaga who trace their lineage seem to find its origin from the plane of Celestia exclusively.
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.
Ability Score Bonus. You gain a +1 to Constitution.
Caducus
Those who appear in myths as agents of destruction and terror to their enemies, caducus aasimar can have a fearsome appearance. Some laymen may mistake them for tieflings with their gaunt appearance and void-black eyes.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing 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 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.
Ability Score Bonus. You gain a +1 to Strength.