Born from the heavens - or perhaps fallen from it

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Mistral

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Aasimar

ThatweirdguyJosh

Divine Soul Aasimar

 

 

The holy descendents of the heavens combined with humans, bringing forth a semi-divine being that can heal or harm with a touch. Angels, some might call them. But in D&D? Aasimar. Aasimar have a strange history - they’ve always bordered on being good and being bad, a very middle of the road race. So, let’s make them stand out more.

Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

Aasimar Traits

As an aasimar, you have the following traits.

Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Creature Type. You are a Humanoid. You are considered a celestial for the purposes of fulfilling prerequisites or effects that require you to be a celestial.

Speed. Your base walking speed is 30 feet. Additionally, you can hover up to 2 feet off the ground, allowing you to potentially avoid effects on the terrain, such as the plants created by an entangle.

Darksight. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in both nonmagical dim light and darkness as if they were bright light to a range of 60 feet.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Hands of Harm. Your touch can inflict wounds. When you hit a creature with an unarmed strike or weapon attack, you can cause it to become infused with life-draining energy, dealing an extra 2d8 necrotic damage. You can only do so once per turn.

Hands of Healing. As a bonus action, you can touch a creature and cause it to regain a number of hit points equal to twice your level. Once you use this trait, you can’t do so again until you roll for initiative once more.

Bringer of Life and Death. You learn the light and toll the dead cantrips. Your spellcasting ability for these cantrips is Intelligence, Wisdom, or Charisma (your choice when you gain this trait.

Lifted Soul. When you reach 3rd level, you can call upon a set of divine wings for a brief amount of time. As a bonus action, you gain these divine wings for 10 minutes, until you are incapacitated, or if you end it early (no action required). While you have these wings, you gain a flying speed equal to your walking speed and can fly to a maximum height of 60 feet.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Celestial. In place of Celestial, you may instead choose a different language that you and your DM agree is appropriate for the character.

Subrace. Four subraces of aasimar currently exist: fallen, protector, scourge, and tranquility aasimar. Feel free to chose one, or none at all.

Fallen

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

Not every fallen aasimar is necessarily evil, however. Rather, the shadow that replaced their light has given birth to a new host of powers, leading them to often serve as assassins, spies, or simply people just trying to live their lives.

Hands of Greater Harming. The damage from your Hands of Harm trait increases by 1d8, and when you use your Hands of Harm, the affected target has their movement speed reduced by 10 feet until the start of your next turn.

Shade’s Protection. While you are in darkness, creatures that rely on darkvision or darksight to see you suffer a -2 penalty to attacks made to hit you.

Necrotic Shroud. When you reach 3rd level, you can manifest the darkness within you. When you use your Lifted Soul trait, you may, instead of creating divine wings, manifest a ghostly and shadowy shroud. When you transform, all creatures of your choice within 40 feet of you that can see you must make a Charisma saving throw (DC = 8 + your proficiency bonus + the modifier of the ability chosen for your Bringer of Life and Death trait). On a failure, a creature is frightened of you until the end of your turn after 3 rounds.

When you use your Lifted Soul trait for this trait, you do not gain any flying speed.

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Protector

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.

Some protectors are also simply charged with guarding the general society, even if it would go against the morals of that aasimar - protect till the end.

Hands of Greater Healing. You can use your Hands of Healing trait up to twice per encounter instead of only once. Additionally, when you use your Hands of Healing, its range increases from touch to a creature of your choice within 30 feet of you.

Light of Protection. While are not incapacitated, you emit a soft aura of light out to a radius of 15 feet. You and creatures you deem as friendly that are in this aura when receiving healing of any kind have the healing received multiplied by 1.5 (rounded up).

Radiant Soul. When you reach 3rd level, you can manifest the protective energy within you. When you use your Lifted Soul trait, you may, instead of creating divine wings, manifest a radiant set of armor around you. This transformation lasts for 1 minute, until you are incapacitated, or if you choose to end this effect early (no action required). While this transformation lasts, you and creatures affected by your Light of Protection trait gain a +2 bonus to AC.

When you use your Lifted Soul trait for this trait, you do not gain any flying speed.

Scourge

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.

Thanks to new developments, scourge aasimar have begun having a far easier time containing and managing the divine power within them, only unleashing it in desperate times, otherwise drawing upon small amounts of them in regular scuffles or day-to-day life.

Hands of Divine Scourge. When you use your Hands of Harm trait, you may opt to change its damage type to radiant. When you do so, the damage of the trait is reduced by 1d8, but sears the target.

War Guard. When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Radiant Consumption. When you reach 3rd level, you can bring out the full force of the radiant energy within you. When you use your Lifted Soul trait, you may, instead of creating divine wings, create a massive aura of pure radiance. This aura is a 30-foot radius sphere centered on you, and emits bright light for its first 15 feet, and dim light for its remaining 15 feet. All creatures hostile to you when this aura first appears, and any hostile creature that starts its turn or first enters the radius on subsequent rounds, must make a Constitution saving throw (DC = 8 + your proficiency bonus + the modifier of the ability chosen for your Bringer of Life and Death trait). On a failure, a creature takes 4d10 radiant damage, or half as much on a successful saving throw.

This aura lasts for 1 minute, or until you are incapacitated or wish to end the aura early (no action required).

When you use your Lifted Soul trait for this trait, you do not gain any flying speed.

Condition: Seared

A seared creature suffers from great burns, reducing its movement speed by 5 feet and causing it to suffer a -2 penalty to attack rolls. This condition lasts until the end of the inflicter’s next turn, or until the affected creature is healed, unless stated otherwise.

Constructs cannot be seared. If an attack that would sear a Construct hit, it simply deals an additional 1d8 fire damage instead to the Construct.

Tranquility

Tranquility aasimar are those who inherit the powers of neutrality and peace, preferring to stand aside and favor diplomacy over combat. These aasimar are not necessarily combatants, nor even ones who believe war is the answer. However, they possess immense power in a different regard, that being able to halt combat itself.

In current times, tranquility aasimar generally serve as diplomats, ambassadors, politicans, favoring peace and wellbeing for everyone.

Hands of Balance. When you use your Hands of Healing trait, you may, instead of healing, neutralize one condition, curse, or even a spell of 5th-level or lower on the creature. You may also target objects with your Hands of Healing, though you may only use this trait instead of healing should you target an object.

Redirect. Up to twice per round when you would be hit by an attack, you may redirect the attack to another creature within the range of that attack. This can include the attacker.

Total Neutrality. When you reach 3rd level, you can create neutral zones that prevent attacks from flying. When you use your Lifted Soul trait, you may, instead of creating divine wings, create a neutral zone. Choose a point you can see within 40 feet of you. A 15-foot cube centered on that point becomes a neutral zone for 3 rounds. While a creature is within this neutral zone, it gains a +2 bonus to AC and saving throws, but a -2 penalty to attack and damage rolls.

When you use your Lifted Soul trait for this trait, you do not gain any flying speed.

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Miscellaneous

A variety of feats and items for use with the game as a whole, though mainly tailored for aasimar use. :)

Divine Flight - Feat

Prerequisites: 8th level, aasimar

The flying speed from your Lifted Soul trait now equals twice your walking speed, and you can hover.

Additionally, the distance you can hover off the ground when using your normal speed increases by 1 foot.

Greatsoul - Feat

Prerequisite: 4th level, aasimar

The effects of traits tying to your Lifted Soul improve in various ways, as listed:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
  • Necrotic Shroud now lasts for up to 5 rounds instead of 3, and creatures frightened by it must also spend their actions and turns running as far away from you as possible.
  • Radiant Soul’s AC bonus now increases from +2 to +3.
  • Radiant Consumption’s damage dice improves from d10s to d12s.
  • Total Neutrality’s neutral zone size increases from a 15-foot cube to a 20-foot cube.

Harbinger of Life and Death - Feat

Prerequisite: Aasimar

You immediately gain the masteries for light and toll the dead respectively, even if you aren’t at the right level to gain a mastery.

Improved Divinity - Feat

Prerequisite: Aasimar

Your Hands of Harm and Healing both increase in specific ways:

  • Increase your Constitution score by 1, to a maximum of 20.

  • The damage dice of your Hands of Harm trait increases to d10s. This affects other traits that would also add or reduce the damage dice of your Hands of Harm, such as Hands of Greater Harming.

  • The healing of your Hands of Healing trait increases by a number equal to half your level (rounded up), and you can use the trait one additional time per encounter.

Angel’s Wings

Wondrous item, uncommon (requires attunement)
Minor Tier

A special harness made from gold and platinum. While a creature attuned to this item wears it, they may, as a bonus action, manifest radiant wings of pure light for 10 minutes, or until ended early as an action or bonus action. While a creature has these wings, they grant flying speed depending on the light present:

  • Bright light grants a flying speed equal to the creature’s walking speed
  • Dim light grants a flying speed equal to half the creature’s walking speed
  • Darkness does not grant flying speed, but allows the creature to hover up to 5 feet of the ground.

Any flying speed granted by this item has a maximum flying height of 40 feet.

Once a creature has manifested these wings, they cannot do so again until finishing a short or long rest, where the harness then recharges.

Angel’s Wings are often difficult to find and construct, and as such generally cost at least 850 gp, provided one can even find a smith or shop that sells them.

Armor of Brilliant Radiance

Armor (any), rare
Major Tier

Armors of this variant are so brilliantly polished that they seem to radiate light. A creature wearing an armor of this variant gains a +1 bonus to their AC alongside the armor’s usual AC, and additionally gains darksight out to 90 feet. Whenever the wearer is hit by an attack, the attacker immediately takes 10 radiant damage, and must make a DC 14 Constitution saving throw, or be blinded until the end of the wearer’s next turn. If the atacker is immune to radiant damage, it is immune to this effect.

Armor of Brilliant Radiance is an enchanted type of armor, and can be applied to any mundane armor a creature may have. Such a process takes roughly a month however, and will cost the would-be wearer 1250 gp.

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