Aasimar
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.
Aasimar can arise among any population of mortals except for elves, which, when chosen by a celestial deity, become astral elves. When being an aasimar is a gift, you lose your connection to your birth race, losing all features and traits provided by it. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.
Aasimar Celestial Features:
d6 Celestial Feature
1 A dusting of metallic, white, or charcoal freckles shaped like stars
2 Metallic, luminous, or dark eyes
3 Starkly colored hair
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming on your skin
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
- Creature Type. You are a Humanoid.
- Size. You are Medium or Small. You choose the size when you select this race.
- Speed. Your walking speed is 30 feet.
- 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 discern colors in that darkness only as 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 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 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
- Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must 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. Until the transformation ends, 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 damage equals your proficiency bonus.
- Radiant Consumption. 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. Until the transformation ends, 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 damage equals your proficiency bonus.
- Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, 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 damage equals your proficiency bonus.
- Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Basic Information
Anatomy
When someone is born an aasimar, they have the same height and weight range as humans or the race they originally hailed from. Their skin tones are whatever is considered normal for their original race, but their hair is usually either pale white or jet black.
Aasimars with faint halos have multiple dimly glowing rings rotating around each other over their heads. They resemble the Rastarian moons. Some aasimar are born with freckles of white, black or metallic tones that resemble distant stars. Others are born with eyes that glow, are metallic, or appear to be endless voids. Still others have hair that is so bright it appears as a luminous sun when stared at, or hair so dark it sheens like twining nebulas. Their skin may have an opalescent sheen resembling faint rainbows. Even the shadow of an aasimar can be unique, as it can be perpetually tinged with the color associated with their celestial of origin.
Genetics and Reproduction
Aasimars are compatible with whatever races their birth race allows. Aasimars by birth are compatible with most races.
Growth Rate & Stages
The same as their birth race, but those born aasimar have the same growth rate as humans. All aasimar, regardless of birth race, live to be 160
Additional Information
Perception and Sensory Capabilities
Aasimar can see in dim light within 60 feet of them as if it were bright light and in darkness as if it were dim light. They discern colors in that darkness only as shades of gray.
Civilization and Culture
Major Language Groups and Dialects
Aasimars speak common and one other language, usually related to their birth race.
Common Taboos
Turning one's back on the heavens is highly frowned upon by the aasimar.
Interspecies Relations and Assumptions
More aggressive races see aasimar as a connection to the heavens, and thus a source of materials for stronger weapons or magic. Because of this, many aasimar attempt to hide their identities and blend in with their birth race. One's race of origin of hometown will likely affect how accepted they are.
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