race features:
Bloodline and Champions: As an Aasimar, you have two subraces. Your celestial bloodlines and celestial Champions.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
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. You can't discern color in darkness, only shades of grey.
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.
Racial Description
Celestial Champions: Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, led by example, and further the cause of justice. From an early age, an Aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an Aasimar, granting a sense of destiny and a desire for righteousness. Each Aasimar can count a specific celestial agent of the Gods as a guide. This entity is typically a Deva, an Angel who acts as a messenger to the mortal world.
Hidden Wanderers: While Aasimar are strident foes of evil, they typically prefer to keep a low profile. An Aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, Aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.
Conflicted Soul: Despite its celestial origin, an Aasimar is mortal and possesses free will. Most Aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected Aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil Aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even Aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An Aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push for- ward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An Aasimars guide is wise but not infallible.
Aasimar Names: Most Aasimar are born from human parents, and they use the same naming conventions as their native culture.