Aasimar
Aasimar bear within their souls the light of the heavens. They are descended from mortal parents but their has been touched by the powers of a Divine Entity. Aasimar are born to serve as champions of the gods, their births are hailed as blessed events. They are people of otherworldly visages, with luminous features that reveal their celestial heritage. Since the divine entities of the higher realms are forbidden to tread on the mortal plain, they tend to bless key people in order to affect events in the mortal world to encourage deeds they value. Some are even blessed since birth, either by the will of a celestial entity or by a pure fate of chance.
Aasimar Biology
- Mortal Origin. Any mortal creature on the material plane can be born an Aasimar, though the likelihood of being born with blessed blood is slim due to the divines' reservation of interfering with the lives of mortals.
You gain the Size, Speed, and any other trait that doesn't cost Ancestry Points of your mother's race. You can also choose to spend Ancestry Points on Biology traits from your origin Race in addition to the Aasimar Biology traits. - Life span. Aasimars can't die from old age. Your age is at the same rate as the mortal race you originate from, but you cease to age once you have reached the prime of your race's age. However, only a few Aasimar would ever see their 80s. Likely dying to accomplish their ordained task, either in self-sacrifice or by mutilation at the hands of evil.
- Divine Purpose. You are born into the mortal world with the blessings of the celestial realm, but such power isn't gifted without expectations. The divine made you an Aasimar as a means to enact their will upon the mortal world. You are their messenger to the masses, the caretaker of their faithful, and the warrior to smite the heathens. Even the most devoted of clerics are barely a second to your connection to the divine.
As an Aasimar, you will at times receive prophetic dreams that the divine has seen fit to share with you. Dreams that you have to discern in hopes of garnering what labour the divine is tasking you to perform. These are given by the DM, who will represent a divine agent, giving you a glimpse of potential futures they have planned. It is your right to decline the task, as is the right of all mortals. But know that not following through and accomplishing the labour will leave it to chance whether it's resolved on its own, or worsened into a disaster.
Should you accept the labour and resolve it to the divine's satisfaction, you will be granted Ancestry Points to spend on ability score or Aasimar features.- ( 1-2)Minor labour. Examples: stop the ploy of a cult, safeguard the life of a fated individual, prevent a major conflict, or consecrate tainted land.
- ( 3-5)Majour labour. Examples: defeat a powerful fiend host, recover a holly artefact, stop a war, or bring salvation to a vast realm.
- ( 6+)Cataclysmic labour. Examples: stopping the return of a devil lord, delaying the apocalypse, banishing a great evil, or surviving the impossible.
- Luminous Fortitude. You have Radiant Resistance and Advantage on Saves against being Blinded.
- ( 2) Death Fortitude. You have Necrotic Resistance and Advantage on death saving throws.
- ( 1) ✦ Darkvision. 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.
- ( 1) ✦ Celestial Revelation. You can use your bonus action to unleash the divine energy within yourself, causing your eyes to glow with divine light. Once on each of your turns while in this divine state, 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.
- Your transformation lasts 1 minute or until you end it as a bonus action.
- Once you use this trait, you must finish a long rest before you can use it again.
- ( 1) Innate Magic. You can cast a spell you know without needing to expend a spell slot. The spell will be cast at a level equal to half your proficiency bonus (rounded up).
- Once you use this trait, you must finish a long rest before you can use it again.
- You can spend 1 of your next ability score improvement points to pick this feature again. Doing so will allow you to use this feature one more time before needing rest.
- ( 2) Magic Resistance. You have advantage on saving throws against spells.
- Bestow Blessings. Requirement: level 8: You gain the divine ability to gift your Aasimarian features or ability score to someone else. By partaking in an hour-long ritual, you give up one of your features or one ability score of your choice to the willing creature.
- The creature gains the feature or ability score improvement permanently, where if it dies, the blessing goes away with it.
- The creature can return the blessing back to the Aasiamr, but must do so willingly.
- You can regain any feature you have gifted later, usually after completing a labour.
Aasimar Ethnology
- ( 1) Charming. +1 to your Charisma score.
- (-1) Fragile. -1 to your Constitution score.
- ( 1) ✦ Healing Hands. As an action, you can 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 must finish a long rest before you can use it again.
- ( 1) Power Invested Within. Requirement: level 1 Cleric or Paladin: You learn the spell Ceremony and can cast it without needing to expend the material required, wich is 25 gp worth of powdered silver.
- ( 1) Healing Resevoir. Requirement: level 1 Warlock with the pact of The Celestial : The number of dice in the pool that the Healing Light feature provides equals your proficiency bonus + your character level.
- ( 4) Warding Halo. Requirement: Celestial Revelation and level 6: While transformed using Celestial Revelation, a thin ring of divine energy manifests around your head. You add your proficiency bonus to ability checks and saving throws, and cast Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
- ( 1) Divine Speak. Due to your divine connection, you can speak, read, and write Celestial.
- ( 1) Pious Servant. You have Proficiency in the Religion Skill.
- ( 1) Thaumaturge. You learn the Thaumaturgy cantrip. The cantrip doesn't count against the cantrips you already know.
- ( 1) Celestial Channeling. You pick to learn one of these spells:
- 1st level: Cure Wounds, Bless
- 2nd level: Calm Emotions, Lesser Restoration
Celestial Legacy
Unlike other races, Aasimar gain a legacy instead of a Lineage. This represents the source of their otherworldly gifts.Muerte
- ( 1) Smart. +1 to your Intelligence score.
- ( 1) Peace Weaver. You pick to learn one of these spells:
- 1st level: Sleep
- 2nd level: Invisibility
- 3rd level: Dispel magic, Speak with Dead
- 4th level: Death Ward, Greater Invisibility
- ( 1) ✦ Life Saver. You learn the Spare the Dying cantrip. The cantrip doesn't count against the cantrips you already know.
- ( 1) Death Toller. You learn the Toll the Dead cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 1) ✦ Bleek Consumption. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, a bleak light radiates from you, pouring out of your eyes and mouth, you shed bright light in a 10-foot radius and dim light for an additional 10 feet that seam to drain wahtever creature caught within it. At the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to half your proficiency bonus.
- ( 2) Return to Grave. Requirement: level 4. When you hit an undead creature with an unarmed attack, the target must succeed on a Constitution saving throw or be paralysed for 1 minute. The undead can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The DC is equal to 8 + your proficensy bonus + your charisma bonus.
- ( 1) Keeper of the dead. Requirement: level 6: You learn the spell Gentle Repose, the duration of the spell lasts for as long as you are alive.
Axiom
- ( 1) Dexterous. +1 to your Dexterity score.
- ( 1) Tranquil Arbiter. You pick to learn one of these spells:
- 1st level: Command
- 2nd level: Warding Bond
- 3rd level: Magic Circle, Crusader's Mantle
- 4th level: Staggering Smite, Freedom of Movement
- ( 1) ✦ Radiant Voice. You learn the Word of Radiance cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 1) Flock guide. You learn the Guidance cantrip. The cantrip doesn't count against the cantrips you already know.
- ( 2) Lightning Fortitude. You have Lightning Resistance and Advantage and can't be struck by natural lightning.
- ( 1) ✦ Holy Soul. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, two luminous, incorporeal wings sprout from your back, giving you a flying speed of 30 feet.
- ( 1) ✦ Sacred Equilibrium. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, golden light emanates from your eyes while the very air around you is cast in a thin haze of gold. You shed dim light in a 30-foot radius that, by your will, enforces the law of averages. Whenever a creature rolls a d20, you can use your reaction to treat the roll as a 10 instead. This includes ranged attacks that pass into or through your light.
- ( 1) Divine Mediator. Requirement: level 6: You learn the spell Comprehend Languages and can cast it at will, without expending a spell slot.
Hevenly
- ( 1) Stout. +1 to your Constitution score.
- ( 2) Flame Fortitude. You have Fire Resistance and Advantage on Saves against being lit on fire.
- ( 1) Dawn Caller. You pick to learn one of these spells:
- 1st level: Burning Hands
- 2nd level: Alter Self
- 3rd level: Daylight, Beacon of Hope
- 4th level: Divination, Aura of Purity
- ( 1) ✦ Light Bearer. You learn the Light cantrip. The cantrip doesn't count against the cantrips you already know.
- ( 1) Divine Smoter. You learn the Sacred Flame cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 1) ✦ Holy Soul. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, two luminous, incorporeal wings sprout from your back, giving you a flying speed of 30 feet.
- ( 2) Angelic Sence. Requirement: level 6: You learn the spell Detect Evil and Good and can cast it at will, without expending a spell slot.
- ( 4) Wings. A pair of feathered wings protrude from your back. You have a flying speed of 20 feet.
- Your fly speed is reduced by 1/3 in medium armor.
- Your fly speed is reduced to 5 in heavy armor.
- By spending 2 Ancestry Points or ability scores, you add +10 feet to your fly speed.
Pagan
- ( 1) Wise. +1 to your Wisdom score.
- ( 1) Wild Keeper. You pick to learn one of these spells:
- 1st level: Speak with Animals
- 2nd level: See Invisibility
- 3rd level: Plant Growth, Speak with Plants
- 4th level: Guardian of Nature, Aura of Life
- ( 1) Wild Tender. You learn the Druidcraft cantrip. The cantrip doesn't count against the cantrips you already know.
- ( 1) Ivy Striker. You learn the Thorn Whip cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 2) ✦Primal Regeneration. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, your body becomes more stout and unblemished by any previous scar. The instant you transform, you regain 2d6 + your proficiency bonus, and at the start of each of its turns while transformed, you regain a number of hit points equal to your proficiency bonus.
- ( 2) Beast Soother. Requirement: level 6: You learn the spell Animal Friendship and can cast it at will, without expending a spell slot.
Fallen
- ( 1) Strong. +1 to your Strength score.
- Celestial Renouncements. You lose all traits that you have gained from your former legacy, and you are refunded all the Ancestry points you have spent.
- Celestial Revelation's damage bonus now deals necrotic instead of radiant.
- Luminous Fortitude is also lost and refunded.
- Power Invested Within is also lost and refunded if you have it.
- You forget any spell you gained from Celestial Channeling and your other Aasimar features. Refund 1 Ancestry point for each.
- ( 1) Corrupted Vessel. You pick to learn one of these spells:
- 1st level: Inflict Wounds, Wrathful Smite, Cause Fear
- 2nd level: Ray of Enfeeblement, Darkness, Hold Person
- 3rd level: Bestow Curse, Animate Dead
- 4th level: Blight, Aura of Life
- ( 1) ✦ Cold Soul. You learn the Chill Touch cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 1) Rotten Core. You learn the Infestation cantrip. The cantrip doesn't count against the cantrips you already know. Charisma is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
- ( 1) ✦Necrotic Visage. Requirement: Celestial Revelation and level 3: While transformed using Celestial Revelation, your eyes turn into pools of darkness, black icorn spills forth from your eyes and mouth as the rest of your body becomes gaunt. 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.
- ( 2) Death Knight. Requirement: level 6: You learn the spell Find Steed and can cast it once per long rest. The mount is of the undead creature type, where it takes on a gaunt or festering appearance.
Basic Information
Anatomy
Infused with the powers of the gods, each Aasimar has a special physical characteristic that sets them apart form their mortal kin. For your Aasimar, roll on the Divine Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.
| d8 | Characteristic |
|---|---|
| 1 | You hair has a metalick shean such as gold, silver or copper. |
| 2 | Your skin is imaculatet, you cant get any scars or bruices. |
| 3 | You eyes gives of a faint glow. |
| 4 | A wier thin hallow circles aroun your head. |
| 5 | Whenever you are clean you smell like your favorit flower. |
| 6 | Your hair, clothing and cape apars to be caught in a constant dramatci brease. |
| 7 | You speek with a wounderfull smoth and calming voice. |
| 8 | An image of our celstaia parent apear behind you in refelctions. |
