Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, Aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials.
Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil Aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.
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Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
PROTECTOR AASIMAR
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
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.
SCOURGE AASIMAR
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
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, you and 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.
FALLEN AASIMAR
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.
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 necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead 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.
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.
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being-usually a devaprovides 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. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.
NOTE TO THE DM: PLAYING AN ANGELIC GUIDE As DM, you take on the role of an aasimar's il-ngetk guide and decide what kind of advice or omens to send in dreams. The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards.
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 frorri 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 forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.
Most aasimar are born from human parents, and they use the same naming conventions as their native culture.
These feats are meant to complement those released in the Racial Feats article by Wizards of the Coast. Each of the feats are tied to races released in offical Wizards of the Coast releases of some kind; the Unearthed Arcana series of articles, the Dungeon Master's Guide, or other sources (not including Volo's Guide to Monsters).
Abyssal Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
Your family has a touch of the Abyss in the blood, tainting you for generations. You gain the following benefits:
Lesser Abyssal Arcana
Angelic Wings
Prerequisite: Aasimar (DMG)
You gain the ability to manifest a pair of angelic wings, which grant you a flying speed of 20 feet. Your armor must accomodate these wings, and cloth will be ripped if not properly made to account for their growth.
Artisan's Eye
Prerequisite: Genasi (earth)
The treasure seekers of the dao echo in your heritage, allowing you an innate knack for identifying precious items. You have advantage on any check made to determine the quality, rarity, or legitmacy of precious gems or metals, or objects made with them. You also can cast the detect magic spell once per long rest without expending a spell slot, but it only detects magic items and objects, not spells.
Baneful Lichdom
Prerequisite: Revenant
Your link to the world is more tenuous than normal, and your form is maintained by dark, necromantic energy as a lich-like creature. You gain resistance to necrotic damage. You also learn the chill touch cantrip and can cast the ray of sickness spell without expending a spell slot once per long rest. Intelligence is your spellcasting modifier for these spells.
In addition, you are now suceptible to the effects of Turn Undead. A friendly cleric can exempt you from the effect if they use it, but otherwise you are turned as an undead whose CR is equal to half your level.
Berserker's Fury
Chrome mac download dmg. Prerequisite: Goliath, Minotaur
Your people's rage and wild fighting style has left its mark on you. As an action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
This fury lasts 1 minute, or until you lose concentration. You may not cast spells while in a fury. You may use this ability once per long rest.
Brass Ingenuity
Prerequisite: Genasi (fire)
Elemental fire lends you skill in the pursuit of crafts. You learn the mending cantrip, though you may only use it to repair metal objects via your internal heat. You also may add your Constiution modifier to any check you make with smithing tools or alchemist's tools. Your resistance to heat allows you greater skill in utilizing fire.
Celestial Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
A heavenly blessing lies on your family, passing down from parent to child. You gain the following benefits:
Child of Clouds
Prerequisite: Genasi (air)
You embody the elemental nature of your heritage, and have domain over the skies. You gain the following benefits:
Darkened Heavens
Prerequisite: Aasimar
Your celestial heritage pulls from a darker source, devoid of the radiant light that pervades most of the heavens. Perhaps your angelic ancestor was the servant of a god of darkness, or even a fallen angel. You gain the following benefits:
Deadweight Toss
Prerequisite: Goliath
Years of wrestling with your kin in your youth have taught you a few tricks when it comes to grappling. You gain the following benefits:
Elemental Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
The magic of the Elemental Planes runs in your family, stemming from some distant source. You gain the following benefits: Mac 930 dmg.
Eternal Purity
Prerequisite: Genasi (water)
The purity of the elemental plane of water flows through your veins, protecting you against poison. You are now immune to the poisoned condition, and have resistance to posion damage. You can drink any manner of water, so long as it is of an appropriate temperature - this includes sea water, thin mud, and other such liquids - and you still gain the benefits of drinking normal water.
Fallen Wings
Prerequisite: Tiefling
You gain the ability to manifest bat-like demon wings, which give you a flying speed of 30 feet as long as you are not wearing heavy armor. Your armor must be made to accomodate these wings, and cloth will rip if not made to account for their growth.
Fiendish Melding
Prerequisite: Tiefling
While you are sure of your mortal race, the question of where the majority of your more fiendish heritage lies is less certain. You gain the following benefts:
Flame Rush
Prerequisite: Genasi (fire)
Your body is infused with elemental fire, barely constrained by your mortal nature. You gain the following benefits:
Giantkin Wrestler
Prerequisite: Goliath, Strength of 13 or higher
Your childhood practice with wrestling has paid dividends; your skill with wrestling is easily a match for far larger creatures. You gain the following benefits:
Gore or Glory
Prerequisite: Minotaur
You've sharpened and cared for your horns to make them into deadly lacerating weapons. You gain the following benefits:
Heated Soul
Prerequisite: Genasi (fire)
As a bonus action, you may flare your internal heat. For 1 minute, any metal weapons you wield deal your ability modifier damage as magical fire damage, rather than the same type of damage dealt by the weapon. You may use this ability once per long rest.
If you attempt to use this ability with a nonmagical wooden weapon, the weapon begins to burn and deals only 1 fire damage on a hit. Additionally, anyone trying to wield one of your weapons within 1 minute of you releasing it while under the effects of this ability suffers fire damage equal to your proficiency modifier each turn.
Heavenly Emissary
Prerequisite: Aasimar (DMG)
Your natural charm makes you trustworthy and earnest. You gain the following benefits:
Infernal Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
Your bloodline can trace itself back to a distant devilish ancestor. You gain the following benefits:
Knight of Death
Prerequisite: Revenant
You are maintained by dark energy as a warrior of undeath. You gain resistance to necrotic damage. You also learn the greenflame blade cantrip, and can cast the searing smite spell without expending a spell slot once per long rest. Charisma is your spellcasting ability for these spells.
In addition, you are now suceptible to the effects of Turn Undead. A friendly cleric can exempt you from the effect if they use it, but otherwise you are turned as an undead whos CR is equal to half your level.
Landslide
Prerequisite: Genasi (earth)
Your body is composed of elemental earth, barely constrained by your mortal nature. You gain the following benefits:
Order of Graz'zt
Prerequisite: Tiefling (abyssal)
You've gained a modicum of control over your abyssal magic, drawing on the few places in the Abyss that know even the barest semblence of order. You gain the following benefits:
Planar Melding
Prerequisite: Genasi
Your elemental blood runs strong, and from multiple planar sources. Choose one of the following - air, earth, fire, or water. You may not choose the subrace that you already belong to. You gain the following benefits:
Resident of the Underdark
Prerequisite: Minotaur
Your ancestors lived far underground, and roamed labrynthian mazes devoid of light. You have darkvision out to 30 feet. Additionally, you have advantage on any checks made to navigate dark, underground spaces.
![]() Resistance of the Goristro
Prerequisite: Tiefling (abyssal)
5e Aasimar Feats
Your body is infused with some of the hardiest energies of the Abyss, affording you a great deal of strength against mortal damage and effects. You gain the following benefits:
Searing Radiance
Prerequisite: Aasimar (DMG)
Your celestial nature burns with holy fire, shining forth from your form. You gain the following benefits:
Seasonal Affectation
Prerequisite: Eladrin
The seasons run strong in you, with nature surging in your veins. Once per day, you can cast a spell associated with one of the four seasons listed below. When you do so, your emotions lock into that season for 1 minute after the spell is cast. Intelligence is your spellcasting ability for these spells.
Shifting Stone
Prerequisite: Genasi (earth)
Your inner essence shifts easily from one state to another. You gain the following benefits:
Stormsurge
Prerequisite: Genasi (water)
Your body is composed of elemental water, barely kept together by your mortal nature. You gain the following benefits:
Sylvan Step
Prerequisite: Eladrin
Your link to the Feywild remains strong, despite your travels. You gain the following benefits:
Vengeful Spirit
Prerequisite: Revenant
Even as your body crumbles, your will remains strong. When you die, your spirit seeks out a recently dead host rather than reform your body. Your DM determines whether or not there are any suitable corpses within 1 mile. The corpse must have been dead for more than 24 hours, but not yet be significantly decayed.
When you possess this new body, your stats change to reflect the race of the new body. Your +1 to Constitution from the revenant subrace remains unchanged. You also gain possession of any items buried with the body. You can also reform your original body by meditating for 24 hours, after which you die and reform in your original body somewhere within 1 mile after an additional 24 hours.
Dnd 5e Aasimar RaceWater Weird's Gift
Prerequisite: Genasi (water)
Your form takes to water especially well, allowing you to meld in almost seamlessly with the liquid. Whenever you are submerged in water, you have +10 to any Stealth check you make. Additionally, you can meld into any puddle of water that is at least one inch thick and a number of feet across equal to half your height. While you are melded with water, you cannot take any actions save to exit the water, or move along inside of it.
WeathersenseAasimar Dmg 5e
Prerequisite: Eladrin, Genasi (air), druid 8th level
The ever-changing patterns of weather seem simple to you, due to your deep connection to nature. Over the course of 1 minute, you can meditate to find out the following information about your local region:
Zephyr Dash
Prerequisite: genasi (air)
Your body is made of tempests of air, barely held together by your mortal nature. You gain the following benefits:
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Scourge Aasimar 5e
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