Aasimar (Wildemount) Species in Exandria | World Anvil
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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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