Races

Aasimar

Your Aasimar character's inborn connection to the divine powers grants them some exceptional traits.

Ability Score Increase. Your Wisdom increases by 2 and one other ability score of your choice increases by 1.

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

Alignment Imbued with celestial power, most aasimar are good, but Fallen Aasimar may be neutral or even evil.

Size. Aasimar have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Healing Affinity. Any time you are rolling to regain health and a 1 or 2 is rolled, you can choose to reroll that die and must use the new result.

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

Eternal Vigor. You have advantage on death saving throws.

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

Subrace. Two subraces of aasimar exist: celestial aasimar and fallen aasimar. Choose one of these subraces.

Celestial Aasimar

As a celestial aasimar, you have been 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 celestial aasimar receives advice and directives from a guardian angel that urge them to stand against evil.

Celestial aasimar look much the same as a well proportioned human, though their eyes may be unusual colors such as gold or silver. Some have particularly lustrous hair or unnaturally clear skin that never scars.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Light Bearer. You know the light cantrip. Wisdom is your spellcasting ability for it.



Fallen Aasimar

An aasimar who was touched by dark powers as a youth or who recieved their divine heritage from a corrupted angel can become one of the fallen - a group of aasimar whose inner light has been replaced by shadow.

Fallen aasimar cannot be mistaken with mundane humans as easily as their celestial bretheren. The whites of their eyes will often be dark blue or black, and their irises can be black, grey, blue or white. Some have slightly translucent skin, which causes their dark veins to be clearly visible.

Hardened Soul. Any time a magical effect causes your hit point total to be reduced, you can subtract your wisdom modifier (minimum of 1) from the amount and reduce your hit point maximum by the new value instead. If the new value is zero or less, your hit point total is unchanged.

Morbid Mercy. You know the spare the dying cantrip. Wisdom is your spellcasting ability for it.


Races | Aasimar

Tieflings

Tieflings share certain traits as a result of their fiendish descent.

Ability Score Increase. Your Charisma increases by 2 and one other ability score of your choice increase by 1.

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

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your fiendish 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 1ight. and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fiendish Fortitude. You have advantage on saving throws against poison and you are resistant to poison damage.

Wicked Presence. You know the thaumaturgy cantrip. Charisma is your spellcasting ability for it.

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

Subrace. Two subraces of tiefling exist: Abyssal Tieflings and Infernal Tieflings. Choose one of these subraces.

Abyssal Tiefling

Abyssal tieflings trace their bloodline to the demons of the Abyss. They tend to have some of the following traits: patches of scaly skin, coarse fur in unusual places, eyes with strange pupils or no pupils at all, the wrong number of fingers or toes and mottled or patterned skin. Their tails often split into multiple ends or have spiky protrusions.

Demonic Mutation. Choose one of the following features:

Natural Armor. You have leathery or scaly skin that protects you from harm. When you aren't wearing armor your AC is 12 + your Dexterity modifier. You can use your natural armor class to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal when you use your natural armor.

Climbing. You have strong, prehensile hands and feet. You have a climbing speed of 30ft.

Claws. Your clawed hands are natural weapons, which you can use to make unarmed strikes. If you hit with one of your claws, you deal slashing damage equal to 1d6 + your strength or dexterity modifier, instead of the bludeoning damage normal for an unarmed strike.

Abyssal Constitution. You have advantage on saving throws against disease.

Languages. You can speak, read, and write Abyssal.


Infernal Tiefling

An infernal tiefling can trace their ancestry back to the Nine Hells and its diabolic masters. They tend to have one or more of the following traits: colorful red or blue skin, pointed ears, sharp canines and nails, horns, long forked tails, strangely colored irises and bony ridges on the skin.

Lesser Devil's Sight. You can see in dim light or darkness within 90 feet of you as if it were bright light.

Infernal Resistance. You are resistant to Fire Damage.

Languages. You can speak, read, and write Infernal.

Races | Tiefling