Aasimar are not truly a race, instead they are mortals whose ancestors, or indeed themselves, were exposed to significant amounts of radiant energies of the upper planes that are common within the Celestial Heavens
; in this way aasimar are a kind of counterpart to Tieflings
who themselves are shaped by negative energies from the lower planes, or the Genasi
shaped by the Elemental Planes. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently mortal race parents. As the aasimar can be of any race they are a diverse group of radiant touched dwarves, elves, humans, orcs, or any of the other mortal races.
Due to the influence of the Celestial Heavens
within aasimar’s blood many believe them to be benevolent creatures only capable of kindness; while there are many good and righteous aasimar there is nothing innate to their species that inclines them toward good, and there are just as many cruel and evil specimens of the race. Most societies interpret aasimar births as a good omen, although some aasimar take advantage of these reputations, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these cruel Aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden.
Aasimar bear the mark of their celestial touch through many different physical features that often vary from individual to individual. Aasimar appear very similar to their ancestor races, be it a Dwarf
, or any of the other mortal races. Most aasimar are considered coventally attractive, and they are often significantly taller than their ancestor race as well.
Some aasimar are immediately identifiable, others are even less distinguishable than tieflings from their ancestors, commonly standing out with only one unusual feature. Most aasimar have pupil-less eyes which can range across the colour spectrum. Their skiing tones also have a wide range, they include the skintones of their ancestor race and also more exotic colours like crimson, emerald, and gold.
Lifespan and Maturity
Aasimar reach maturity around their twenties, and live, on average, over one century, regardless of their ancestor race. Aasimar do not visibly age much past their 30s, and retain much of their vitality until the very end of their lifespan.
The ethnicities of the aasimar do not primarily reflect their ancestry, but the innate abilities that they possess.
: The fallen aasimar are regarded with the most disdain of all aasimar and many cultures view them as the harbours of dark and evil deities; as a result the fallen aasimar are treated as abominations, and many a mother has abandoned them much tieflings. The fallen are capable of manifesting horrific energy.
: The protector aasimar are the most naturally beautiful of the aasimar, and the subrace with the most celestial features. The protector aasimar are innately capable of manifesting radiant energy to lash out at their enemies.
: The scourge aasimar are otherworldly, and most commonly possess inhuman skin tones of green, blue, and violet. The scourge are capable of emitting radiant damage in an area surrounding them, causing them to inspire fear or awe in those that observe this feat.
The aasimar are plane touched of mortal races; their homelands are those of their mortal race ancestors.
Ability Score Increase.
|A dusting of metallic, white, or charcoal freckles
|Metallic, luminous, or dark eyes
|Starkly coloured hair
|An unusual hue tinting your shadow
|A ghostly halo crowning your head
|Rainbows gleaming on your skin
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.
. You are a Humanoid.
. You are Medium or Small. You choose the size when you select this race.
. Your walking speed is 30 feet.
. 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.
. You have resistance to necrotic damage and radiant damage.
. 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.
. You know the Light cantrip. Charisma is your spellcasting ability for it.
. 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:
. 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.
. 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.
. 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.
. 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.