Aasimar
Ability Score Increase
Size Medium
Speed 30ft
Aasimar are the children of celestial and those of their bloodline. Since the shutting of Heaven’s Gate a significant number of Angels were trapped in the Prime Materia, slowly dying from prolonged exposure to mortality; which has lead to a fair few Aasimar born and walking around than in previous ages. They mostly take after their human parent physically, with their souls having significantly more influence from their angelic parent. Lumious eyes, unusual hair or skin colour, and metaphysical presences all conspire to reveal their angelic heritage. Aasimar are often also mentally influenced by their angelic parent, but obviously have the freedom of choice that comes with mortality to make their own way. They are also pursued, the new cults of this age, Churches they call themselves, often seek to exploit, enslave or cleanse you from the world.
Age: Maturity 16-140. Maximum of 180 years.
Size: 5’5" to 6’ tall, 80 to 180 lb.
Names: Typically the ones taken by the society and ethnicity in which they are raised.
Senses: Darkvision 60ft
Languages: Celestial
Resistances: Radiant, Necrotic
Healing Hands: As a bonus action, you can touch a creature (living or undead) 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 long rest. You can expend a spell slot of 1st level or higher to regain this ability.
Ardling
Ardlings are the lowest of the celestial host, often making up the more day-to-day labour and lower ranks of the holy hosts. Often gaining new forms upon their rising amongst the Choirs. Even from these humble origins, all Celestials are associated with a Domain. While some work for domains currently unoccupied (and therefore have no Deity they are tied to). The most distinctive part of them, are their animal-like facial features.
Celestial Charms: You know the
Guidance cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Animal Ancestry: Choose a feature below based on the type of Ardling you descended from;
- Climber (Bear, Cat, Lizard, Squirrel): You have hooked claws, sharp nails, or a serpentine tail. As a result, you have a Climb Speed equal to your Speed, and once per turn when you deal damage with your Unarmed Strike to a target, you can increase the damage to that target by an amount equal to your Proficiency Bonus.
- Flyer (Bat, Eagle, Owl, Raven): You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.
- Racer (Deer, Dog, Horse, Triceratops): When you take the Dash Action, your Speed increasesfor that Action. The increase equals ten times your Proficiency Bonus.
- Swimmer (Crocodile, Dolphin, Frog, Shark): You can hold your breath for up to an hour at a time, and you have a Swim Speed equal toyour Speed. In addition, you have Resistance to Cold Damage.
Archon-Blood
Archon were servants of the Goddess Sune and the Domain of Life. One of the most regal of the angels, their offspring are often gifted with social interactions and romance. Their skin is often quite pale and flawless of blenishes, and their hair light blond or platinum coloured. They are quite valourous and well-mannered but also hold very little loyalty to love, often having several romantic dalliances without committing to any.
Celestial Chorus: You know the
Cheerful Song cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Glorious Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes flash with emerald light and bright crimson feathers to appear and float through the air nearby. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become
Charmed of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.
Charon-Blood
Guardians of the passage of death, Charon's are the Angels of Kelemvor and the Domain of Death. Their children have a supernatural gift for both avoiding the final embrace. Despite their supernatural vigor, they look gaunt and extremely pale. Almost sickly. They tend to be dispassionate and calculating but also sympathetic to the loved ones of the dead and grieving people.
Call of the River: You know the
Sacred Flame cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Death’s Embrace: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into points of light and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures and undead within 10 feet of you that can see you must each 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. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.
Couatl-Blood
The serpent-angels, Couatl are Angels of Asgoroth and the Order Domain. They are guardians of noble lineage and virtue, and they tend to embed their offspring near or within these bloodlines. Their offspring are usually produced from noble lineage itself, part of the parallel branches and satellite families. They often have patches of scale that flake, with bright yellow and blue eyes and very distinctive scale colour gradients, their more agile frame and digigrade legs mean they are often mistaken for lizardfolk by Dragonborn, and as Dragonborn by humanoids unfamiliar with their physiology. Most enjoy the use of robes and long skirts to avoid awkward misidentification.
Crown of Glory: You know the
Thaumaturgy cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Draconic Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal dragon wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet (or if you already have a flying speed it increases by this much), 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 radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Deva-Blood
The Deva are angels of Angharradh and the Knowledge Domain, concerning themselves with knowledge and those that use it best. The deva-bloods are usually mistaken for and elf or genasi because of the blue-purplish hue of their skin, sharp ears, and their bubblily personality. They are drawn to lore and facts, and often pick up arcane lore easily. Their magic usually takes on a form of rainbow or prismatic energies within them, and when stressed their eyes then to flash with piercing blue light.
Loremaster: You know the
Seek Phrase cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Rainbow Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal rainbow wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet (or if you already have a flying speed it increases by this much), 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 spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Draconel-Blood
Draconels are Angels of Akkitos and the Tempest Domain, and are agents for destruction and retribution of wrongs. Born from the furious lizard-angels, their mortal offspring have a curious effect of growing feathers in parts of their bodies, and are often confused for Dragonborn. Their eyes are usually a brilliant yellow, red or blue colour depending of their elemental affinity. They have legendary tempers and are quite quick to anger and hold grudges.
Furious Pull: You know the
Booming Blade cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Celestial Storm: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 take radiant damage equal to half your level (rounded up). In addition, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.
Nycanlar-Blood
One of the most feared of the angels, Nycanlar are angels of Garlglitter and the Trickery Domain, they are by no means nonviolent. Their children usually have a fierce appearance from classic ‘resting-murder-face’ expression, and a somewhat diminished opinion of others rights. Their skin is extremely pale and blemish free, and their natural hair-colour is a darker black or brown. They eyes are usually a vivid colour that turns into pure black when genuinely angry, and they are supernaturally drawn to the site of crimes.
Hand of Pain: You know the
Minor Illusion cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Shroud of Night: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two incorporeal giant eagle flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each 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. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.
Planetar-Blood
The Planetars are the greatest fighters of the celestial realms, only Draconel's are more feared for pure destructive might. Angels of Selune and the Light Domain, their children are driven to combats, usually honorable, but depends much on their childhood. Their hair is golden blonde, with a shine and lustre until normal hair, and vivid blue eyes that flash brightly in combat.
Lightbringer: You know the
Word of Radiance cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, as pure white flightless ethereal wings sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 take radiant damage equal to half your level (rounded up). In addition, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.
Solar-Blood
The solar is one of the most respected and powerful of angelkind, protectors of the celestial font and shapers of creation. Angels of Moradin and the Forge Domain, they have mastery over shaping and protect the balance of the Gods. Their children are also driven towards powerful protective instincts, quite a few of their kind making powerful individuals in the history of Faerun. They all lave bright red hair and tend towards amber and green eyes that flash in golden light when challenged.
Natural Craftsman: You know the
Mending cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Aura of the Forge: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and pure white flightless ethereal wings sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 take radiant damage equal to half your level (rounded up). In addition, 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 your level. Once you use this trait, you can’t use it again until you finish a long rest.