Aasimar

Aasimar Upbringing
An Aasimar has one Upbringing Trait from either their base species or the heritage in which they were raised.
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.
Aasimar Names
Aasimar names are typically reflective of the heritage in which they were raised.
Whether descended from a celestial being or infused with heavenly power, Aasimar (pronounced AH-si-mar) 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 mortal heritage, but they live for at least twice as long and often have features that hint at their celestial nature. These often begin subtle—glowing or luminous eyes, starkly-colored hair, or opalescent skin—and become more dramatic as their power manifests—a ghostly halo crowning their head, ribbons of energy seeming to burst through their skin, and more.
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 their celestial ancestor is known or believed to have been a servant of a specific deity.
Aasimar Traits
Aasimar share certain traits as a result of their celestial ancestry.
Age
Aasimar mature at the same rate as their base species but live up to two times longer.
Size
Aasimar are the same size and build as their base species. If their base species 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.
Darkvision
An Aasimar has Darkvision to 60 feet.
Celestial Resistance
An Aasimar has Resistance to Necrotic damage and Radiant damage.
Celestial Transformation
When an Aasimar reaches level 3, they are able to transform as a Bonus Action using one of the options below; the selection may change with each transformation, reflecting the duality of celestial beings as creatures of both awe-inspiring beauty and terror. The transformation lasts for 1 minute or until ended (no action required), but the ability cannot be used again until after finishing a Long Rest.
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 feet. At the end of each of their turns, each enemy within 10 feet 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 feet 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.
Celestial Wings
At level 5, an aasimar gains the ability to manifest a pair of wings which grant them the ability to fly. 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. It cannot be used again until after finishing a Long Rest.
The wings can take on any appearance the Aasimar chooses, but are usually an extension of their heritage or personality: an Aasimar whose ancestor was a planetar and who embraces their role as a divine protector might have white feathered wings, while an Aasimar of elvish ancestry or who has a deeper connection to the nature or the fey may sprout gossamer fairy-like wings. An Aasimar who has rejected their celestial heritage or who has a darker or more-threatening personality may even display wings which are tattered, bat-like, shadowed, or otherwise sinister in appearance.
Healing Hands
As a Magic 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. This ability cannot be used again until after finishing a Long Rest.
Light Bearer
An Aasimar knows the Light cantrip; Intelligence, Wisdom, or Charisma is their spellcasting ability for these spells, chosen at character creation. This cantrip can be cast a number of times equal to their Proficiency Bonus without using a cantrip slot, and they regain all expended uses upon completing a Short Rest or a Long Rest.
