Aasimar Subraces

Spark Soul

Spark Soul Aasimar are born from the storm, touched by the mighty powers of lightning which charges their very souls. With many seeing lightning as the embodiment of the gods’ wrath, Spark Soul Aasimar are sometimes seen as enforcers of the gods’ will. When they unleash their full power, they strike with the speed and unmatched might of a lightning bolt.

Ability Score Increase. Your Dexterity score increases by 1.

Living Spark. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to crackle with energy and two flightless wings of lightning to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, your speed increases by 10ft, you can take the Dash or Disengage action as a bonus action, and once on each of your turns, you can deal extra lightning damage to one target when you deal damage to it with an attack or a spell. The extra lightning damage equals your level.

Once you use this trait, you cannot use it again until you finish a long rest.

Wisper Soul

Wisper Soul Aasimar are a special kind that hail from deep in the FeyWilds. Born from the blessings of a powerful fey, these Aasimar have the innate power to compel others to their will. Given the nature of the Fey, Wisper Souls often act as enforcers for the most elaborate pranks. Or sometimes, agents of great vengeance to collect payment.

Ability Score Increase. Your Charisma score increases by 1.

Aurora Rider. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to swirl with kaleidoscopic colors and fairy wings to sprout from your back. The wings are too small to fly, however, you gain a 30ft fly speed if you are reduced to tiny size. The instant you transform, other creatures of your choice within 30ft of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your choice of Wisdom, Intelligence, or Charisma modifier when you choose this race) or become charmed by you for 1 minute. A creature can repeat their save at the end of its turn, ending the effect on a success.

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 psychic damage to one target when you deal damage to it with an attack or a spell. The extra psychic damage equals your level.

Once you use this trait, you cannot use it again until you finish a long rest.

Art By: Eugenio Frosali
Written By: Tommy Demetriou

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