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Aasimar


Aasimar are a race that have parents that are Humans from Esau and angels from Celestia - this given them divine power of celestials. They are essentially servants of divine beings - half celestial and half Human. Most live on Esau, although the rare few are allowed in Celestia.



SUB RACES

Devas

Skin colours = Patterns of chalk white or pale gray against or highlighted by blue, purple, dark gray, or black
Hair colours = Black, blue, chalk white, dark gray, pale gray, purple
Devas are a race of angelic souls contained within mortal bodies. These souls are reborn over and over again - meaning that devas have access to the experiences of several lifetimes in their subconscious and sometimes waking mind as well. These souls are typically obliged to fight in the cosmic war against evil, although some stray from this path and are reincarnated in their next life as rakshasas.
Devas are not reborn in any location at random. Most often, devas are drawn to specific locations, often those with a particular connection to the gods or primal spirits, particularly the latter. Some of these locations are known to various factions, such as the primal spirits themselves or their servants. In such cases, mortal guardians may be present to ward off dangers threatening the newborn devas, and locals may even expect deva incarnations as an omen of sorts. When one appears, these individuals can take it upon themselves to care for the newly born deva.

Languages: all, telepathy 120 ft.
Angelic Weapons: The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting: The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance: The deva has advantage on saving throws against spells and other magical effects.
Healing Touch (3/Day): The deva touches another creature - the target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape: The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.


Fallen Aasimar

Some aasimar are marked by some form of darkness in their lives, that tarnishes their inner light. In most instances these fallen aasimar are either influenced by some evil power in their youth, or they themselves turned to the ways of evil.
Fallen aasimar typically possess greater strength than their other celestial-blooded kin. Once per day, they can release the divine energy stored deep within them to form an aura of necrosis around them for a single minute. This effect is so horrific that it can cause other creatures to run away in terror.
Ability Score Increase = Strength score increases by 1.
Necrotic Shroud = Starting at 3rd level, they can use an action to unleash the divine energy within themself, causing their eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from their back. The instant they transform, other creatures within 10 feet, that can see them must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier), or become frightened of the Fallen aasimar until the end of their next turn.
This transformation lasts for 1 minute, or until they end it as a bonus action.
During it, once on each of their turns, they can deal extra necrotic damage to one target when dealing damage to it with an attack or a spell. The extra necrotic damage equals their level.
Once used this trait is not available until they finish a long rest.


Protector Aasimar

Some aasimar are guided by the greater powers of good to protect the weak and innocent of the Realms. From their youth they are given a divine missive, along with guidance, to smite any evil in the defense of those unable to fight on their own.
Protector aasimar are usually more learned and judicious than others. About once per day, they can channel their inner light to conjure to angelic, incorporeal wings from their back for one minute. They can fly at the speed of about 300 ft (91 m) per minute and unleash radiant energy when they attack.
Ability Score Increase = Wisdom score increases by 1. Radiant Soul = Starting at 3rd level, they can as an action unleash the divine energy within themself, causing their eyes to glimmer and two luminous, incorporeal wings to sprout from their back.
This transformation lasts for 1 minute or until they end it as a bonus action. During it, their flying speed is 30 feet, and once on each of their turns, they can deal extra radiant damage to one target when they deal damage to it with an attack or a spell. The extra radiant damage equals their level.
Once used this trait is not available until they finish a long rest.


Scourge Aasimar

These individuals of divine heritage that possess an intense drive to purge all evil from the Realms. They are imbued with powerful radiant energy to help them carry out their natural drive. They are easily identifiable as the energy coursing through their body radiates outward. They are exceptionally hearty and robust individuals.
About once per day, scourge aasimar can release the radiant energy held within them in a blast that extends outwards for 10 ft (3 m). This power can last upwards of one minute.
Masked = Scourge aasimar often wear masks to hide away their otherworldly appearance, except when they engage in combat.
Ability Score Increase = Constitution score increases by 1.
Radiant Consumption = Starting at 3rd level, they can use their action to unleash the divine energy within themself, causing a searing light to radiate from them, it pours out of their eyes and mouth, and threaten to char them.
This transformation lasts for 1 minute or until they end it as a bonus action. During it, they shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of their turns, each creature (including them) within 10 feet takes radiant damage equal to half their level (rounded up).
In addition, once on each of their turns, they can deal extra radiant damage to one target when they deal damage to it with an attack or a spell. The extra radiant damage equals their level.
Once used this trait is not available until they finish a long rest.


Winged Aasimar

Many depictions of Aasimar in portray sets of beautiful, white feathered wings as indicators of celestial lineage, these are the Winged aasimar.
Flight = They have one or more pairs of enormous wings sprouting from their back. These wings may be feathers, or like those of Fey fairies, Dragons or mammals in appearance. Flying speed is 30 feet, so long as they are not wearing medium or heavy armour. Wearing medium armour redusces the flying speed to 15, and wearing heavy armour reduces their flying speed 10 - all dexterity-related rolls, including attacks, saving throws and skill checks, are at disadvantage.
This trait replaces the darkvision, light bearer, and healing hands traits of the base Aasimar race.

Optional Feat: Agile Flight
Prerequisite: Winged Aasimar subrace or Angelic Flight feat.
Increases their flying speed to 35 feet. They may wear light and medium armour and fly without penalty. Heavy armour then reduces their flying speed to 25 feet.

Basic Information

Biological Traits


Aasimar 5e Traits
Ability Score Increase: CHA +2 is fairly common
Darkvision: 60ft Darkvision
Celestial Resistance: Free resistance to Necrotic and Radiant damage will come in handy.
Healing Hands: Not quite as good as a Paladin’s Lay on Hands, but a free healing racial feat is amazing.
Celestial Legacy: They know the Light cantrip. Once they reach 3rd level, they can cast the Lesser Restoration spell once using this trait, and regain the ability to do so when they finish a long rest. Once they reach 5th level, they can cast the Daylight spell once with this trait as a 3rd level spell, and they regain the ability to do so when they finish a long rest. Charisma is their spellcasting ability for these spells.
Light Bearer: Free, useful Light Cantrip.

Behaviour

Suggested Nature Traits
D6 Nature
1 Practical, calm and lighthearted
2 Stern, watchful and judgmental
3 Bookish, knowledgable and lecturing
4 Fierce, bitter and vengeful
5 Compassionate, empathic and hopeful
6 Kind, friendly and nurturing

Civilization and Culture

Naming Traditions

Suggested NAMES
D10 Name
1 Myllandra
2 Seraphin
3 Mykiel
4 Tadriel
5 Valandras
6 Galladia
7 Jaoel
8 Raziel
9 Humatiel
10 Yofiel

 

Major Language Groups and Dialects

* Common
* Celestial


REFERENCE
+ Aasimar and Subraces
+ Aasimar names
+ Names for Aasimar

Lifespan
Mature the same rate has humans but live to 160
Average Height
5 feet and 5 inches (1.7 metres) - 6 feet and 5 inches (2 metres) ersonality, capacity to cast supernatural light, celestial heritage
Average Physique
Skin colours = Pale to dark brown, emerald, gold, silver
Hair colours = Red, blond, brown, black, silver
Eye colours = Pupil-less pale white, gold, gray, or topaz
Distinctions = Physically similar to humans, insightful, magnetic personality, capacity to cast supernatural light, celestial heritage


Geographic Distribution

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