Aasimar
Basic Info
General. Aasimar are humaniods that were gifted some form of divine, or even sometimes eldritch, power to further serve on the side of good or evil. Most of their population rose when some kind of extraplanar conflict called for it. The most notable of these being the War of the Damned. During this time, when the devastating and multiverse-shaking being simply known as The Son of the Abandoned came and unleashed a war that shattered planes and destroyed gods, it was the extraplanar divine or otherwise beings that shared with the mortals a semblance of their power to help fight in the war effort. Thus, a surge of these Aasimar spread far and wide across Zycore and the Planes to combat this truly fundamental evil. So, whenever there is a conflict of some kind the includes a heavy interest in the gods or other extraplanar being, Aasimar are born to help further whatever end that happens to be. Unfortunately, the process of creating an Aasimar often comes at the cost of the individual unknowly having it thrust upon them. Some that have ancestral blood of the Aasimar may not ever show signs of being one, until it is time for a descendent to act on an extraplanar's command. Sometimes, however, it can manifest without any sort of interest therein. Occasionally, some Aasimar have become so out of random chance, and now wonder what their purpose is.
Culture For most, the Aasimar generally follow whatever divine or otherworldy power that has gifted it to them. However, this is not always the case. Some tend to conform to whatever society they grew up in without ever wishing to act on their powers. Others defy those that gave them their gift, and hide it as best they can. And even some are outsiders, not capable of covering up what they are, and thus wander the world looking for a place to call home. Due to this fact, several small societies have been formed due to the gathering of these outsiders, and live in somewhat relative peace, even if their divine or otherworldly powers are polar opposites of one another
Aasimar Celestial Feature | |
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D6 | Celestial Feature |
1 | A patternless set of scales of any color, which appeared anywhere on your body |
2 | Strangely-colored eyes, the likes of which is extremely rare to find in any other creature |
3 | Your shadow tends to move in unexpected ways |
4 | A series of tattoo-like birthmarkes showing constellations |
5 | Your are abnormally tall for the species you used to be |
6 | At random intervals, your pulse drops so low that it causes others to wonder if you are indeed alive |
Lineage Traits
Age. Aasimar reach adulthood by the age of 20. On average, they live about 150 years. However, this depends on what the initial species you used to be before changing into an Aasimar. For example, a dwarf could become an aasimar, and thus their age would represent their previous lineage
Size. Your size is medium or small, depending on the species you were before. Aasimar can stand between 3 and 7 feet tall
Speed. Your base walking speed is 30 feet.
Far Sight. You have darkvision to a range of 60 feet and can see in magical darkness to a range of 30 feet.
Otherworldly Form. You have resistance to necrotic damage and the amount of time you can survive without air, food, water, or sleep is double that of a typical character.
Natural Adaptation. You have inherited one set of the following unique traits, determined by the nature of the forces that shaped you.
- Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily for 1 minute. 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 1 minute, 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. For 10 minute, 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.
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