Aasimar
Aasimar Upbringing
An aasimar speaks, reads, and writes Common and any other language used by the heritage in which they were raised. If a bonus language is available, an aasimar often learns to speak Celestial, which has its own alphabet.
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for nearly three times as long and often have features that hint at their celestial heritage. These often begin subtle—glowing or luminous eyes, starkly-colored hair, etc.—and become more dramatic as their power manifests—a ghostly halo crowning their head, ribbons of shining energy apparently bursting through their skin, etc.
Aasimar of the Sword Coast
Aasimar are rare along the Sword Coast, but they are far more likely to be found among the vast and diverse populations of the region’s great cities than in small villages.
Given the rarity of their kind, there are no communities of aasimar, but it is not uncommon for an aasimar to be raised by or within a religious community dedicated to one of the goodly deities, particularly if the celestial ancestor is known to have been a servant of a specific deity.
Aasimar Names
Aasimar names are typically reflective of the heritage in which they were raised.
Aasimar Traits
Aasimar share certain heritage traits as a result of their celestial ancestry.
Age
Aasimar mature at the same rate as humans but live up to two times longer than their base heritage.
Size
Aasimar are the same size and build as their base heritage. If their base heritage is Medium, they are Medium, and if their base heritage is Small, they are Small.
Speed
An aasimar’s base walking speed is 30 feet if they are a Medium creature and 25 ft if they are a Small creature.
Darkvision
Thanks to their celestial heritage, an aasimar has superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. An aasimar can’t discern color in darkness, only shades of gray.
Celestial Resistance
An aasimar has resistance to necrotic damage and radiant damage.
Celestial Transformation
An aasimar’s celestial ancestor might be one of any number of beings from the Upper Planes, but an aasimar’s own powers are an extension of their alignment. An aasimar with an evil alignment is often referred to as having “fallen”, similar to paladins and celestial beings whose alignments changed from good to evil.
At 1st level, an aasimar’s touch is able to heal another or cause them great pain. At 3rd level, they gain the ability to briefly alter their appearance in a way which can harm their enemies at a distance. At 5th level they can manifest wings and gain the ability to fly. Each ability is usable only once per long rest.
Alignment | 1st Level | Header 3 | 5th Level |
---|---|---|---|
Good or Neutral | Healing Touch | Radiant Consumption | Feathered or gossamer wings |
Evil | Harming Touch | Necrotic Shroud | Tattered or bat-like wings |
Healing Touch – As an action, an aasimar can touch another creature and roll a number of d4s equal to the aasimar’s proficiency bonus. The target regains hit points up to the total rolled.
Harming Touch – As an action, an aasimar can touch another creature and roll a number of d4s equal to the aasimar’s proficiency bonus. The target takes necrotic damage up to the total rolled.
Radiant Consumption – For one minute, searing light radiates from the aasimar’s eyes and mouth. For the duration, they shed bright light in a 10-foot radius and dim light for an additional 10 ft. At the end of each of their turns, each enemy within 10 ft of the aasimar takes radiant damage equal to the aasimar’s proficiency bonus. Until the transformation ends, on each turn the aasimar may also deal extra radiant damage to a single target which they successfully damage with a spell or attack. The extra damage is determined by rolling a number of d4s equal to the aasimar’s proficiency bonus. This ability can be activated with a bonus action, and it can be dismissed as a bonus action.
Necrotic Shroud – For one minute, the aasimar’s eyes become pools of darkness and an unearthly chill radiates from their form. For the duration, each enemy within 10 ft must succeed on a Charisma saving throw (DC 8 + aasimar’s proficiency bonus + aasimar’s Charisma modifier) or become frightened until the end of the aasimar’s next turn. Until the transformation ends, on each turn the aasimar may also deal extra necrotic damage to a single target which they successfully damage with a spell or attack. The extra damage is determined by rolling a number of d4s equal to the aasimar’s proficiency bonus. This ability can be activated with a bonus action, and it can be dismissed as a bonus action.
Wing Manifestation – For one minute, a pair of wings seemingly sprout from the aasimar’s back, but are unimpeded by existing armor or clothing. Until the transformation ends, the aasimar has a flying speed equal to their walking speed. This ability can be activated with a bonus action, and it can be dismissed as a bonus action.