Aasimar, Variant (5e Race)

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Scales.png This page is of questionable balance. Reason: This seems to just be a strictly better Aasimar. It has a glut already of base traits, and then the subrace recharges are also worded incorrectly. You have very strong traits also like additional HP per level, as well as how harvesting scythe and the necro mantle clearly being intended to play off one another with a lot of synergy.


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Aasimar Variant[edit]

Aasimar bear within their souls the light of the heavens. They are descended from humans 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. 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.

Physical Description[edit]

Usually having the appearance of a human, Aasimar are mortal beings with divine blood, so it is entirely possible for an Orc, Elf or Dwarf Aasimar to exist, however the mortal part only affects their physical appearance.

The characteristics that most show the divine side of an Aasimar, are the presence of Wings that come from the back, eyes with a pure glow and an extremely beautiful beauty, male Aasimar can be confused with women in some situations.

Furthermore, Aasimar have a natural aura of kindness around them, which makes them convey a calmness and gentleness to those around them.

History[edit]

Born from a union of a mortal and a divine being, Aasimares are representatives of the desires of the higher planes on the material plane, often destined to do acts of vision of purity, such as being healers, Paladins, or protectors and counselors of important people

Society[edit]

Unfortunately, unlike the Tieflings who have a society, Aasimar do not have this privilege because they are extremely rare to exist, for every 100,000 there can be 1 Aasimar among them.

When two Aasimar meet, something interesting and even poetic happens, they begin to treat each other as very close brothers and try to take care of each other as much as they can, in case they are two Aasimar of opposite gender, they begin to try to protect each other as a couple.

Aasimar Names[edit]

The names of the Aasimar are given in reference to their mortal race, so you are free to choose a name.

Aasimar Traits[edit]

Ability Score Increase. You increase one ability score by 2 and another ability score by 2
Age. Aasimar mature at the same rate as they mortal parent, but live much longer than normal, easily doubling the maximum age of their mortal race.
Alignment. Your blood is affected by the higher planes and because of this you gravitate toward Good alignments, but it is possible for an Aasimar to be corrupted over time and become Evil
Size. Your size is medium
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Heavenly Body. Your Body was blessed by your divine side, because of this you have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level + your proficiency modifier. Once you use this trait, you can't use it again until you finish a long rest.
Divine Bearer. You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred flame.
Ethereal Wings. You have a pair of Ethereal Wings which you manifest at will, however you can only glide with them(for every 10 feet of height, that's 5 feet forward), by reaching Lv3 you can fly at your walking speed. Heavy or medium armor can hinder your movement, due to its weight, so if you wish to fly using this armor, you must pay the armor's price at a blacksmith to be able to modify it to allow you to fly.
Prophetic Visions. You gain profiency in religion checks. Your Divine Relative already has a goal for you, so sometimes you can receive a prophetic vision, be it through dreams (the most common), or a hallucination, or even a less common method, such as hearing a divine voice speaking in your ear about what will happen in the future.
When this happens, your vision will be of whatever the DM thinks is most necessary for the situation, whether it is important information, a possible possibility of what might happen in the future, or even a warning of future dangers, it all depends on your DM.
Languages. You can speak, read, and write Common and Celestial
Subrace. Choose a subrace from the ones below, when it reaches lv3, each one will give a transformation with its own effects. All forms last for 1 minute and can be used at your proficiency level of times, receiving all uses back in a long rest.


Protector Aasimar[edit]

Angelical Flying. When you can fly when you reach lv3, you get a bonus on your flying movement equal to 15fts. moreover, your wings are feathered in an angelic way, allowing you to fly more gracefully giving you a hover speed equal to your flying speed. Anyone who serves a kindly alignment god are more likely to end up helping you and your allies, if you clearly show that you are an Aasimar.
Angelical Soul. Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes sparkle, an halo to appear over your head and your clothes take on a pure white coloration.
You flying speed is doubled, and creatures have disadvantage when trying to make opporunity attacks against you.
While in this transformation once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with your attacks or a spells. The extra radiant damage equals your proficiency, Furthermore, your allies who are close to you within 15ft radius, receive the effects of the Heroism spell
This transformation lasts for 1 minute and you only are only allowed to use it once per long rest.

Scourge Aasimar[edit]

Solar Blessing. Your body is used to burning with the flames of the sun itself, because of this, your resistance is unshakable, you get +1 hit points every time you gain a level
Release of Solar Warrior. 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, also causing a Solar Corona floating behind your head to form.
This transformation is 1 minute long or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius (and it is counted as sunlight) and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to proficiency. In addition, once on each of your turns, you can deal extra radiant damage with an all attack or a spell you make. The extra radiant damage equals your proficiency.

While transformed, your wings can be used as weapons (you are proficient in this attack and have a die of 1d6 radiant damage) and you can choose to shoot one of your burning feathers to a maximum of 60fts (its 1d6 radiant damage and you are proficient with too).

Fallen Aasimar[edit]

Harvesting Scythe. When using a weapon with slashing damage and an enemy of yours is frightened by you, you have damage advantage and the creature will have disadvantage on attack rolls on other until its no more frightened.
Necrotic Mantle. 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 your wings show its bones, but strangely still allowing you flight, causing a black cloak to cover your body and a black hood to cover your head.
The instant you transform, other creatures within 20 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, and everytime they get near to 10fts of you, they need to remake this save trow or became frightened until your next turn.
Your transformation lasts for 1 minute. During it, 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 necrotic damage equals your proficiency.

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