Aasimar | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from parents 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. It may be via their bloodline, or it may be a simple blessing. 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. No matter if they're descended from a celestial being or infused with heavenly power, aasimar 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.
ability score increase: +2, +1 in Anything
age: ~160 years
Size: Medium
speed: 30 ft
Languages: Common, One of Your Choice
race features:
  • Darkvision. 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. You discern colors in that darkness only as shades of gray.
  • Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
  • Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
  • Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
  1. Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  2. Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, 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 damage equals your proficiency bonus.
  3. Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and 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 damage equals your proficiency bonus.
  4. Steel Soul. Starting at 3rd level, you can use your action to release the divine energy within yourself, causing an avatar to form around you. This avatar typically takes on an appearance related to your culture of origin, and shines with a single, translucent color. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you can use the Dash action as a bonus action during your turn, and each of your melee or ranged weapon attacks deal bonus thunder damage equal to half of your level, rounded up. If you use the Dash bonus action, you may also add your Dexterity bonus to this bonus damage. These attacks count as magical attacks for the sake of overcoming resistance to non-magical weapons. Once you use this trait, you can't use it again until you finish a long rest.
  5. Aurora Forge. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing the fires of Ysgard to flow through your body in a burst of rainbow glory. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you may hone a weapon belonging to either you or your ally once on your turn, causing it to deal bonus radiant damage the next time it hits an enemy. This extra radiant damage is equal to half your level (rounded up) plus 1 for every tool proficiency you have, capping at a number equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

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CalebStrange.

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