Aasimar
PHB'24 p186
Aasimar
When the gods visit the planes, even for the smallest reasons and briefest of moments, the energies of their home plane of Atlas leak into ours, sometimes causing changes to the very foundation of the world and influencing the lives of mortals. In rare instances, when a child is born near these energies, they may be transformed into aasimar.
Planar Souls
Aasimar are counted among the veil-touched, a term referring to races borne of planar energies leaking through weak spots in the Veil. In the case of the aasimar the energies originate from the plane of Atlas, home of the gods. An individual aasimar will retain most of the traits of their parents’ lineage, with slight hints at their celestial inheritance. As they grow and develop throughout their lives, these celestial traits become increasingly apparent, eventually overtaking their previous forms. They can range from eyes filled with light, to hair glowing with the brilliance of the sun. Some aasimar inherit specific traits from specific gods, such as fiery wings if they developed under Aethon-sol, or hair made of shadow if they originate from Inumbro. Discuss with your DM how these changes may have developed.
In ancient times aasimar were seen as blessings, or even chosen by the gods. Today they are treated as equals alongside tieflings. In lands where the spirits of the earth are venerated above the gods, such as in the Reaches, aasimar are seen as cursed, or even as omens. The gods have even been known to not notice the difference between an aasimar and other such species, as they only see the souls of mortals.
Heavenly Expectations
“Atlas’ grace is as boundless as the sky, a weight no one man can hold. Why should I bear it?”who struggled with unrealistic expectations all of her life. Her parents and peers always saw her as a gift from the gods, destined to be a hero. She was expected to be generous, chivalrous, and gallant. She became her own person, in spite of these expectations; an imprudent, brash scholar who spoke her mind aloud even in the most reputable of noble courts or parlors. Unfortunately many aasimar have to deal with similar expectations. The mere association of Atlas often clouds the minds of parents with nothing but good will and intent. Thankfully, with the work of those like Linva, the future looks brighter for aasimar as more of the common folk become informed about the world around them.
Aasimar Names
Aasimar will often take names from their lineage or society. Sometimes, if their celestial features develop early, they may take names more closely associated with their new features.Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage
Darkvision. You have Darkvision with a range of 60 feet.
Healing Hands. As a Magic action, you 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 character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. 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.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.