Aasimar, Variant (5e Race Variant)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race has alignment binding to make it more like a race close to celestialhood.

Aasimar Variant[edit]

Most aasimar had pupil-less pale white, gray, or golden eyes and silver hair, but those descended from planetars could also have emerald skin, while those descended from avoral celestials might have feathers mixed in with their hair. Variant aasimars come from the celestial planes and have celestial blood in them. Many commoners believe that they are capable of blessing them, granting them good fortune and curing diseases.

The aasimar's ability scores, celestial resistance, and healing hands traits are replaced with the following traits below. This race variant does not use subraces.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Celestial Blood. Your creature type is celestial instead of humanoid. Your alignment is permanently one of good and cannot be changed by any means. You are also resistant to radiant damage.

Magical Resistance. You have advantage on saving throws against spells and other magical effects.

Angelic Spirit. Starting at 3rd level, you can use your action to unleash the divine energy within your blood, causing your eyes to glimmer and two luminous, incorporeal 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, 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.

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