Aasimar (Wildemount)
AASIMAR
The light of the gods still shines upon Exandria, even
from behind the Divine Gate. Aasimar are the purest
expression of that divine light as it burns within every
mortal soul, for the souls of those blessed with an angelic
ancestor blaze brighter than any other. Even rarer
than the tieflings with whom they share a commonality
of ancestry, aasimar are mortal, and yet are understood
to be destined for a grander cosmic purpose than others
around them. In every culture across the continent of
Wildemount, the birth of an aasimar is seen as a blessing
and a portent.
Aasimar who can bear the burden of their destiny
become champions of noble causes, and encourage
others to walk always in the light. More often than not,
however, an aasimar saddled with a vague destiny and
the grand aspirations of their clan ultimately falls from
grace, their inner light succumbing to shadow.
AASIMAR IN THE DWENDALIAN EMPIRE
To a law-abiding family worshiping state-approved gods,
the birth of an aasimar child is nothing short of a miracle.
Such a child is not only promised a charmed life,
but elevates the social status of their family. However,
to a family that secretly worships gods outlawed by the
empire, the birth of a child touched by an angel of such
deities is a mixed blessing. If the event draws the scrutiny
of a settlement's idolmaster and their cronies, it
might force family members to flee their homes for the
Greying Wild lands or the Menagerie Coast.
AASIMAR ON THE MENAGERIE COAST
In the Clovis Concord, the cosmopolitan melting pot of
Wildemount, most folk are inured to the sight of unusual
and remarkable people. Even so, aasimar are a sight to
behold, and there are many who don't mind being rude if
it means spending a few extra seconds staring at a radiant
aasimar as they pass by.
AASIMAR IN XHORHAS
Those in the Kryn Dynasty who study dunamancy see
aasimar as brimming with near-limitless potential.
As such, aasimar are often sought out from birth to be
trained as dunamancers and echo knights. The tribesfolk
who wander Xhorhas see the birth of an aasimar
as a message from the gods, and their shamans ascribe
meaning to that birth by the conditions of the world. An
aasimar born during a raging storm might be a word of
warning from Kord the Storm Lord, whereas an aasimar
whose mother gave birth in a field of flowers could
be a vow of protection from Melora the Wild Mother.
AASIMAR GUIDES
An aasimar, except for one who has turned evil, has a
link to an angelic being. That being-usually a devaprovides
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.
The angelic being is far from omniscient. Its guidance
is based on its understanding of the tenets of law and
good, and it might have insight into combating especially
powerful evils that it knows about.
As part of fleshing out an aasimar character, consider
the nature of that character's angelic guide. The
Angelic Guide and Angelic Nature tables offer names
and natures that you can use to flesh out your character's
guide.
ANGELIC GUIDE
d6 Name Roll
1. Tadriel
2. Myllandra
3. Seraphina
4. Galladia
5. Mykiel
6. Valandras
ANGELIC NATURE
d6 Nature Roll
l. Bookish and lecturing
2. Compassionate and hopeful
3. Practical and lighthearted
4. Fierce and vengeful
5. Stern and judgmental
6. Kind and parental
AASIMAR NAMES
Most aasimar are born from human parents. They use
the same naming conventions as their native culture.
AASIMAR TRAITS
An aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases
by 2 .
Age. Aasimar mature a t t h e same rate a s humans, but
they can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar
are good. Outcast aasimar are most often neutral or
even evil.
Size. Aasimar have the same range of height and
weight as humans. Your size is Medium. Here's how to
determine your height and weight randomly, starting
with rolling a size modifier:
Size modifier = 2dl 0
Height = 4 feet + 8 i nches + your size modifier i n i nches
Weight i n pounds = 1 1 0 + (2d4 x your size modifier)
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision
can easily cut through darkness. 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.
Languages. You can speak, read, and write Common
and Celestial.
Subrace. Three subraces for aasimar exist: protector
aasimar, scourge aasimar, and fallen aasimar. Choose
one of them for your character.
Basic Information
Genetics and Reproduction
PROTECTOR AASIMAR
Protector aasimar are charged by the powers of good to
protect 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 them to stand against evil.
Ability Score Increase. Your Wisdom score increases
by 1 .
Radiant Soul. Starting a t 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 AASIMAR
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, pouring
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 AASIMAR
An aasimar who was touched b y dark powers a s a youth
or who turns 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 a t 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.
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