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Aasimar

Aasimar are a rare and revered lineage of mortals blessed—or burdened—by the blood of celestial beings. They are said to be the descendants of radiant angels who descended from the heavens to guide or protect mortal-kind. Their appearances often carry faint divine signs, such as glowing eyes, halos of light, or an ethereal presence.

While many Aasimar strive to uphold their celestial heritage, some have fallen from grace—whether by will or through the slow corruption of the world. Regardless of their path, they bear the eternal spark of their angelic ancestors.

ability score increase: Your Charisma score increases by 2, Choose any other Score to increase by 1
age: Aasimar mature at the same rate as their Heritage races but tend to live longer, often extending their lifespan by up to 50-150 years.
Size: Medium
speed: Your base walking speed Depends on what other Race your have Chosen for your Celestial Heritage.
Languages: You can speak, read and write one language based on the region of your upbringing and have a natural understanding of Empyrean.
race features:
  • Celestial Resilience: You have resistance to radiant and Damage.
  • Mixed Heritage. Your bloodline is not purely celestial — it is shaped by other ancestries, mortal or otherwise. This mix manifests in unique physical or magical traits. Choose two racial traits from another race and Subrace, representing your mixed heritage. You cannot select Ability Score Increases in this way. If one of the chosen traits is similar to a trait you already possess (such as Darkvision or a resistance), only the stronger version of the two applies. Traits that grant spellcasting use your Charisma as the spellcasting ability, unless otherwise stated. The DM has final approval on trait combinations to ensure balance within the campaign.
  • Healing Hands. You have a Number of d6's equal to your Proficiency Bonus, you can use any Number of these Dice as an Action, touching a creature , healing them by the Total Number rolled. Once all Dice are Spent you cant use this ability again until you finish a Long rest, regaining all spend dice.
  • Angelic Wings. Your celestial heritage manifests as a pair of feathered wings, granting you limited flight and graceful control in the air. When you fall, you can use your reaction to extend your wings and glide. While gliding, you descend at 10 feet per round and can move up to 3 feet horizontally for every 1 foot descended. You take no fall damage unless restrained or otherwise forcibly stopped. As an action, you can beat your wings to gain a flying speed equal to your walking speed until the end of your next turn. If still airborne, you begin to Glide when the effect ends. Prolonged flight beyond 1 hour without rest requires a Constitution saving throw (DC 10, +2 per 1 hour) or you gain one level of exhaustion.
  • Wings of Purpose. At 3rd level, choose one of the following enhancements, You can Choose another Enhancement at 8th level and then again at 16th :
  • Strong Wings. You can carry one willing Medium or smaller creature while flying without reducing your speed.
  • Nimble Wings. You can activate Burst Flight when taking the Dash action instead of an Normal action.
  • Enduring Wings. You can fly for a number of hours, Equal to your Proficiency Bonus, before needing exhaustion saves and make those saves with advantage.
  • Silent Wings. You can hide and move stealthily while flying or gliding, and flight does not impose disadvantage on Dexterity (Stealth) checks.

Variant Features: Fallen Aasimar

Some Aasimar have either rejected there Divine gifts, by having fallen from grace or Sometimes these just Descending from a Divine being closer aligned to darker forces. These Aasimar Hold a Inherent darkness within them instead of the Light Commonly found within there Brethren. You replace the stated features you normally gain as an Aasimar with the Features Listed Below.

  • Dark Residence: Instead of resistance to Radiant damage you have resistance to Necrotic Damage. This ability replaces the Celestial resistance ability.
  • Harming Hands: You have a Number of d6's equal to your Proficiency Bonus, when you make a melee attack you can add any Amount of these to the total damage dealt as Necrotic damage. When you Reduce a Creature to 0 Hit points while having at least one of these Dice Spend you regain 1 die. Once all Dice are Spent you cant use this ability again until you finish a Long rest to regain all spend dice or regain a Die by Reducing another creature to 0 Hit points. This ability Replaces the healing Hands Ability.
  • Halo of Dread: As an action, you can unleash the dark essence within you. A fractured halo appears over your head for 1 minute or until you end it as a bonus action, a tenebrous aura of sorrow or dread radiates from you in a 10-foot radius. You can choose if you want to Replace Your Angelic Wings Feature with This feature or Not.
  • Creatures of your choice within the aura must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened until the end of your next turn.
  • While this aura is active, you gain a bonus to damage rolls equal to your proficiency bonus when dealing necrotic damage.
  • Once you use this ability, you can't do so again until you finish a long rest.


Created by

Ossas.

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Race/Species

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