Nothing Special   »   [go: up one dir, main page]

Aasimar Revised

by technowhiz34

Search GM Binder Visit User Profile

Aasimar

Aasimar are born of a holy union between a humanoid and a lesser celestial. Frequently confused with demi-gods due to their similar heritage, an aasimar, much like a demi-god, is born with celestial power running through their veins. The birth of an aasimar is an odd occurrence, and not just for its rarity. Either one’s parent is heavily touched by the Upper Planes, resulting in the birth of a child infused with its light, or alternatively they are sculpted in the womb by a being of divine energy. Either way, the process leaves its mark on them, and aasimar are almost always born with superbly attractive features, and are capable of drawing on the power of the heavens to serve them.

Mysterious, yet Welcome

Due to their rarity, not many people have ever seen an aasimar, much less conversed with one. All sorts of tales are told about them however, some true, and some very misguided interpretations of the truth, and others that are utterly ridiculous. Some say that an aasimar cannot tell a lie, while others say their very being is incapable of doing evil. Others (typically isolated and uneducated folk, who have little contact with other people) believe mortal minds cannot behold an aasimar, and as a result many wear hoods and full face helms as coverings. This is in fact due to an aasimar’s wish for privacy, and a necessity to remain undetected when hunting evil. In any case, the sight of an aasimar is a welcome one, as some believe it will signal an end to one’s problems, and in some cases, it will.

Celestial Champions

Many aasimar choose to seek out evil where it lies in the world and defeat it, destroying undead, demons, and evil necromancers wherever they find them. They do this partially as an inborn desire to destroy undead and other impurities, but also as a result of being wanderers without a home. Many aasimar don’t feel a connection with other humanoid races, and as a result spend their days on the road, barely staying long enough to meet new people and make friends, much less settle down for any extended period of time.

High Expectations

Partly as a result of folklore and superstition, much is expected of an aasimar. They are typically expected to serve their society without complaint, helping without regard for their own needs and safety, as many expect an angel would do. This leads some to feel resentful of their heritage, and fall from grace. These fallen aasimar are called Denarians, named after the first aasimar to fall this way, and their abilities are different from those of a regular aasimar. These changed abilities last until an aasimar returns to the light, which is far from a guarantee due to the seductive nature of such power.

Art Credit: Livia Prima, WotC

Aasimar Names

Aasimar are born from human parents, and they use the same naming conventions as their native culture.

Aasimar Traits

Your aasimar character has the following racial traits in common with all other aasimar.

Ability Score Increase. Your Charisma score increases by 1.

Age. Aasimar reach biological and mental maturity by 15, and due to the divine energy inside of them live to be 300 or so, but some have been known to live significantly longer.

Alignment. Imbued with positive energy, most aasimar are good. Aasimar resentful of their heritage are most often neutral, or even evil.

Size. Aasimar have the same range of height and weight as humans, though who they were shaped by can affect their size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your connection to the Upper Planes makes your darkvision unique: you see things in shades of white and other bright colors.

Celestial Resistance. You have resistance to radiant damage and and have advantage on saving throws and ability checks against exhaustion.

Languages. You know Celestial, and one additional language of your choice, which is typically the language of the culture that raised you.

Subrace. Aasimar are formed by a distinct type of celestial, which greatly influences them. Choose of these subraces.

Angel

You were created by one of the many types of celestials classified as angels, but most likely a deva. You have distinct wings sprouting from your back, which are typically feathered and can range from black to white, with many colors in between.

Ability Score Increase. Your choice of your Strength or Dexterity score increases by 2.

Wings of Faith. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor, and you must land at the end of your turn or begin falling. Additionally, while falling, your rate of descent slow to 60 feet per round, you take no falling damage, and can land on your feet, unless you wish not to.

Couatl

You were made by a couatl, who are benevolent serpentine beings of great intellect and insight. Their brilliantly colored feathered wings and gentle manner speak to their celestial origins. They can polymorph into humanoid forms and may embed themselves within worthy communities to protect them, resulting in the possibility of offspring. Couatl aasimar retain their parent's ability to shift forms to an extent and typically do their best to remain vigilant, tell the truth and protect the weak, though of all aasimar, couatl aasimar are most likely to resort to underhanded methods.

Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.

Shielded Mind. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.

Hidden Guidance. You know the guidance cantrip. When you reach 3rd level, you can cast the disguise self spell once, and you regain the ability to do so when you finish a long rest. Beginning at 5th level, you can cast the alter self spell once, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability modifier for these spells.

Art Credit: James Ryman, WotC

Codex Archon

You were formed by a codex archon, who literally resemble books. Much like them, you are supernaturally intelligent, with an innate understanding of many advanced concepts.

Ability Score Increase. Your Intelligence score increases by 2.

Esoteric Knowledge. You know the sacred flame cantrip. When you reach 3rd level, you can cast the detect good and evil spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Inherited Teachings. The codex archon who conceptualized you imbued you with its specialized knowledge You learn an additional language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Nature, or Religion.

Dragonkind

You were formed by one of the dragons who directly serve Shirogane, and were made in her image. Dragonkind aasimar look like dragonborn, but have shiny platinum scales unlike any other dragonborn's. Unlike other aasimar, dragonkind aasimar are not only born from humans, which they rarely are, but are instead typically birthed from metallic dragonborn, who view the birth of such a child as a blessing from Shirogane.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Breath Weapon. You can use your action to exhale purifying energy. When you do so, each creature in a 30 by 5 foot line must succeed on a Constitution saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 + your proficiency bonus radiant damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 + your proficiency bonus at 5th level, 4d6 + your proficiency bonus at 11th level, and 5d6 + your proficiency bonus at 16th level. After you use your breath weapon, you can’t use it again until you finish a short or long rest.

Tenfold Shields. A dragonkind aasimar's scales, while not quite as thick as a true dragon's, can divert most blows. When you are not wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Extra Language. You can speak, read, and write Draconic, in addition to your other languages. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Art Credit: noiprox


Titan

You were formed by a celestial titan, typically an empyrean. Their size has carried on to you, making you larger than most other humanoids.

Ability Score Increase. Your Strength score increases by 2.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Planetary Nature. Begining at 3rd level, you can use your action to grow to an incredible size Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Everything you are wearing or carrying changes size with you. While your weapons are enlarged, they deal an extra 1d4 damage on a hit. Any item dropped by you while transformed returns to normal size at once.

Your transformation lasts for 1 minute, or until you choose to end it (no action required). While transformed, you have advantage on all Strength checks and Strength saving throws. Additionally, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals half your level (rounded up).

Once you use this trait, you can't use it again until you finish a long rest.

Aasimar Variant: Denarians

When aasimar become evil, their powers change with them, taking on a darker tone. The change manifests visibly as well, with darker skin the color of ash, or unnaturally pale skin. In some instances, angel aasimar have been known to have the feathers of their wings fall out, while a dragonkind aasimar's scales dull and become a shade of gray. Denarian aasimar have the following trait:


Fallen Nature. You have resistance to necrotic damage. Additionally, any trait you have from your race or any ability from a feat that has your race or subrace as a prerequisite now deals necrotic damage, if it formerly dealt fire or radiant damage. This trait replaces the aasimar's Celestial Resistance trait.

Art Credit: Kingdom Under Fire 2



Credits

Created by /u/technowhiz34 using GM Binder.


Thanks to everyone who helped me with this, and /u/flamableconcrete for his stains.

4