Fallen Aasimar
Fallen Aasimar
An Aasimar who was touched by dark powers as a youth or who turns to Evil in early adulthood can become one of The Fallen-A group of Aasimar whose inner light has been replaced by shadow.
Fallen Aasimar Traits
Alignment:
Neutral or Any Evil Alignment:Imbued with Celestial power,most Aasimar are Good.Outcast Aasimar are most often Neutral or even Evil.
Ability Score Increase:
STRENGTH +1.Necrotic Shroud:
Starting at 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.Basic Information
Anatomy
Humanoid.Same as Aasimar.
Dietary Needs and Habits
Omnivore
Additional Information
Facial characteristics
Same as Aasimar.
Perception and Sensory Capabilities
Darkvision 60ft
Civilization and Culture
Naming Traditions
Same as Aasimar.
Major Language Groups and Dialects
- Amorian (Northern Common Tongue)
- Kelldorian (Central Common Tongue)
- Celestial
- A 50% Chance of Abyssal
Common Dress Code
Same as Aasimar.
Genetic Ancestor(s)
Origin/Ancestry
Celestial & Human
Lifespan
Same as Aasimar.
Average Height
Same as Aasimar.
Body Tint, Colouring and Marking
Same as Aasimar.
Comments
Author's Notes
Original Article written for Volo’s Guide to Monsters D&D 5e by Wizards of the Coast (WotC)