Aasimar
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AASIMAR (Common to Restricted)

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Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes.

Great Purpose

Aasimar are the counterpoint to the tiefling race. The two races are at odds reflecting some greater conflict between the forces of good and evil. Aasimar inherently distrust tieflings, knowing their heritage it is hard for aasimar to see anything but their abyssal side. If they get to know one and his actions are good an aasimar can see past his own short comings.

Aasimar in Living Realms

Aasimars have found a home in the realms. They are happy to live peaceful lives on the Material Plane. For the most part, people of the Realms generally like having aasimar here as well. They are found all over the living realms, in every human society.
Typically aasimars are not out for glory, they try to live humble lives. If there is one thing an aasimar is not, its a braggart. But because of their nature and appearance glory seems to find them. People tend to flock to them because of how they conduct themselves and the way they look. In the realms aasimar hold all manners of high ranking positions in society. Many are priests and healers. Some are advisers to lords while others are known to be local heroes. Some serve as knights in the ranks of a military, sworn to defend their kingdom.

Aasimar Names

Aasimar names are no different than that of a human. They try to pass as human and have lived with humans in the realms for hundreds of years.


Racial Traits

• Ability Score Increase. Your Charisma score increases by 2.

• Age. Aasimar mature at the same rate as humans but live a few years longer.

• Alignment. Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.

• Size. Aasimar are built like well-proportioned humans. Your size is Medium.

• Speed. Your base walking s peed is 30 feet.

• Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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 radiant damage.

• Languages. You can speak, read, and write Common and Celestial.

Subraces

Choose one of the following subraces of aasimar. (Seraph is a restricted subrace ask your DM if its okay to play it)

Archon (Uncommon)
Aasimar born from Archons have a strong sense of purpose. Hound Archons bring the fight to evil, this subrace works well with all martial classes. Light Archons sense of purpose strengthens their resolve, they also fit well for martial classes. Trumpet Archons believe they must save the weak and spread the word though lacking the trumpet they have another way, these Assimar make excellent clerics and paladins.

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Archon Racial Traits

• Celestial Resistance. You have resistance to Lightning damage.

• Celestial Legacy. Your legacy depends on your Archon linage, choose one of the archons below.

1. Hound Archon. You are a holy warrior, born to seek out and destroy all that is evil.

• Ability Score Increase. Your Constitution score increases by 1.

• Favored Weapon. You are proficient with the greatsword

• Bane of all that is Evil. You can cast Wrathful Smite once per long rest. Once you reach 5th level you can cast Detect Evil and Good once per short rest. In addition, you gain a +1d4 to all weapon damage rolls against
creatures you've detected as evil with this ability, this effect lasts as long as you maintain concentration on Detect Evil and Good. Charisma is your spellcasting ability for these spells.

2. Light Archon. As a spiritual warrior, you are quick on your feet and your will is stronger than most.

• Ability Score Increase. Your Dexterity score increases by 1.

• Cantrip. You know the light cantrip.

• Free Spirited. Your base movement is 35 and you gain advantage on saves vs charm and petrification effects.

3. Trumpet Archon. You are a healer and the voice of good.

• Ability Score Increase. Your Wisdom score increases by 1.

• Holy Healer You know the cantrip Spare the Dying. In addition, once you reach 5th level you can now cast Spare the Dying as a bonus action.

• Holy Word You can speak, read, and write one language of your choice. When you reach 5th level you can cast Tongues once per long rest.

Lightbringer (Common)
You were born to shine a light and push back the darkness, to fight evil where ever they may hide. Lightbringers make effective clerics and paladins. All aasimar have resistance to radiant damage but lightbringers have resistance to necrotic damage as well, that, and their spells make them good at facing undead.

Lightbringer Racial Traits
• Ability Score Increase. Your Wisdom score increases by 1.

• Celestial Resistance. You have resistance to necrotic damage.

• Celestial Legacy. You know the light cantrip. In addition to the normal cantrip abilities, when casting light, you can choose to manifest a halo above your head instead of casting the spell. The halo shines light as the spell. Once you
reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a
3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Seraph (Restricted)
Your celestial heritage manifests as a symbol to all that is good. Your gifts are ideal for charging into battle and taking the fight to the enemy, on land or in the sky. Seraphs make good front line fighters and inspire hope for their allies. The Seraphs flight speed is powerful but we toned it down by holding it back until 5th level.

Seraph Racial Traits

• Ability Score Increase. Your Strength score increases by 1.

• Celestial Legacy. You know the light cantrip. In addition to the normal cantrip abilities, when casting light, you can choose to manifest a halo above your head instead of casting the spell. The halo shines light as the spell. Once you
reach 3rd level, when you manifest your halo you also manifest incorporeal wings that can slow your fall as if feather fall was cast on you. When your wings are manifested you can choose to inspire courage to all your allies within 30
feet as a bonus action. They gain advantage on saves vs fear for one minute, and you regain the ability to do so when you finish a short or long rest. Once you reach 5th level, your incorporeal wings allow you to fly with a flight speed
of 50 feet.


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