Aasimar

I SAW HER, WREATHED IN WINGS OF PURE LIGHT, HER
eyes blazing with the fury of the gods. The bone devils
stopped in their tracks, shielding their faces. Her blade,
now a brand of light, swept once, twice, three times. The
devils’ heads hit the ground, one after another. And thus we
learned that an aasimar traveled in our ragtag band.
-Geldon Parl, Of the ’Jyranny of Dragons

Aasimar bear within their souls the light of the heavens.
They are descended from humans with a touch of
the power of Mount Celestia, the divine realm of many
lawful good deities. Aasimar are born to serve as champions
of the gods, their births hailed as blessed events.
They are a people of otherworldly visages, with luminous
features that reveal their celestial heritage.

CELESTIAL CHAMPIONS
Aasimar are placed in the world to serve as guardians
of law and good. Their patrons expect them to strike at
evil, lead by example, and further the cause of justice.
From an early age, an aasimar receives visions and
guidance from celestial entities via dreams. These
dreams help shape an aasimar, granting a sense of destiny
and a desire for righteousness.
Each aasimar can count a specific celestial agent of
the gods as a guide. This entity is typically a deva, an
angel who acts as a messenger to the mortal world.

HIDDEN WANDERERS
While aasimar are strident foes of evil, they typically
prefer to keep a low profile. An aasimar inevitably draws
the attention of evil cultists, fiends, and other enemies of
good, all of whom would be eager to strike down a celestial
champion if they had the chance.
When traveling, aasimar prefer hoods, closed helms,
and other gear that allows them to conceal their identities.
They nevertheless have no compunction about
striking openly at evil. The secrecy they desire is never
worth endangering the innocent.

AASIMAR GUIDES
An aasimar, except for one who has turned to evil, has
a link to an angelic being. That being- usually a devaprovides
guidance to the aasimar, though this connection
functions only in dreams. As such, the guidance is
not a direct command or a simple spoken word. Instead,
the aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance
is based on its understanding of the tenets of law and
good, and it might have insight into combating especially
powerful evils that it knows about.
As part of fleshing out an aasimar character, consider
the nature of that character’s angelic guide.

CONFLICTED SOULS
Despite its celestial origin, an aasimar is mortal and
possesses free will. Most aasimar follow their ordained
path, but some grow to see their abilities as a curse.
These disaffected aasimar are typically content to
turn away frorri the world, but a few become agents of
evil. In their minds, their exposure to celestial powers
amounted to little more than brainwashing.
Evil aasimar make deadly foes. The radiant power
they once commanded becomes corrupted into a horrid,
draining magic. And their angelic guides abandon them.
Even aasimar wholly dedicated to good sometimes
feel torn between two worlds. The angels that guide
them see the world from a distant perch. An aasimar
who wishes to stop and help a town recover from a
drought might be told by an angelic guide to push forward
on a greater quest. To a distant angel, saving a few
commoners might pale in comparison to defeating a cult
of Orcus. An aasimar’s guide is wise but not infallible.

AASIMAR NAMES
Most aasimar are born from human parents, and
they use the same naming conventions as their native
culture.

AASIMAR TRAITS
Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases
by 2.
Age Aasimar mature at the same rate as humans, but
they can live up to 160 years.

Alignment. Imbued with celestial power, most aasimar
are good. Outcast aasimar are most often neutral or
even evil.
Size. Aasimar have the same range of height and
weight as humans.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision
can easily cut through darkness. 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.
Celestial Resistance. You have resistance to necrotic
damage and radiant damage.
Healing Hands. As an action, you can touch a creature
and cause it to regain a number of hit points equal
to your level. 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.
Languages. You can speak, read, and write Common
and Celestial.
Subrace. Three subraces of aasimar exist: protector
aasimar, scourge aasimar, and fallen aasimar. Choose
one of them for your character.

PROTECTOR AASIMAR
Protector aasimar are charged by the powers of good to
guard the weak, to strike at evil wher,ever it arises, and
to stand vigilant against the darkness. From a young
age, a protector aasimar receives advice and directives
that urge to stand against evil.
Ability Score Increase. Your Wisdom score increases
by 1.
Radiant Soul. Starting at 3rd level, you can use your
action to unleash the divine energy within yourself,
causing your eyes to glimmer and two luminous, incorporeal
wings to sprout from your back.
Your transformation lasts for 1 minute or until you end
it as a bonus action. During it, you have a flying speed of
30 feet, 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 radiant damage
equals your level.
Once you use this trait, you can’t use it again until you
finish a long rest.

SCOURGE AASIMAR
Scourge aasimar are imbued with a divine energy that
blazes intensely within them. It feeds a powerful desire
to destroy evil-a desire that is, at its best, unflinching
and, at its worst, all-consuming. Many scourge aasimar
wear masks to block out the world and focus on containing
this power, unmasking themselves only in battle.
Ability Score Increase. Your Constitution score increases
by 1.
Radiant Consumption. Starting at 3rd level, you can
use your action to unleash the divine energy within yourself,
causing a searing light to radiate from you, pour out
of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end
it as a bonus action. During it, 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, you and each creature
within 10 feet of you take radiant damage equal to
half your level (rounded up). In addition, 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 radiant damage equals your level.
Once you use this trait, you can’t use it again until you
finish a long rest.

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.
Ability Score Increase, Your Strength score increases
by 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 targetwhen 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.

Races

Aasimar

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