Aasimar in Galir | World Anvil
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Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of divine realm of many good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They typically appear to simply be human, only revealing their celestial heritage when they channel their divine power.   Aasimar are placed in the world to serve as guardians of its people. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.   An aasimar, except for one who has fallen, has a link to an angelic being. That being, usually a deva, provides 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.   Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.   Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.   Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible.  

Aasimar Traits

Ability Score Increase
You have 2 points to increase any ability score. You have 1 point to increase any other ability score.  
Age
Aasimar mature at the same rate as 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.  
Speed
Your base walking speed is 30 feet.  
Language
You speak, read and write Celestial  
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.  

Subraces

Protector Aasimar

Protector aasimar are charged by the powers of good to guard 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 to stand against evil.  
Radiant Soul
Starting at 3rd level, you can use a bonus 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 proficiency bonus.   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. Some scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.  
Radiant Consumption
Starting at 3rd level, you can use a bonus 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 proficiency bonus.   Once you use this trait, you can’t use it again until you finish a long rest.

Fallen Aasimar

An aasimar who was touched by dark powers as a youth or who turns to evil in later in life can become one of the fallen, an aasimar whose inner light has been replaced by shadow.  
Necrotic Shroud
Starting at 3rd level, you can use a bonus 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 proficiency bonus.   Once you use this trait, you can’t use it again until you finish a long rest.

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