Aasimar
Aasimar are radiant souls passing through the mortal realm for a period of one hundred years, destined to ascend as Angels through virtue or fall into the Abyss as Demons through corruption.
Ability Score Bonuses
Stat
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Ascendant
–
–
–
–
+1
+2
Fallen
+1
–
–
–
–
+2
Physical Characteristics
Average Height: 5′ – 6..5″
Average Weight: 100 – 300 lbs.
Size: Medium
Lifespan: <100 years
Speed: 30′
Race Information
Languages: Celestial or Abyssal & Common
Homeland(s): None Specific
Skill Proficiencies: None
Typical Alignment: Any
Culture & Society
The Aasimar seen on the mortal realm of Vaeria are all in a state of transition between the Celestial or Abyssal realms. There are innumerable reasons why an Aasimar may be in the mortal realm, but regardless of the reason for their conversion they are all seeking to move on to the next realm. Those who are Ascendant are on the path towards the Celestial realms where their good deeds will be rewarded and they will be welcomed as full Angels in service to the Deity that has sponsored them. Conversely, those who are designated as Fallen tread the dark road to the Abyss. These fallen will eventually serve as Demons to the Deity that is responsible for finally corrupting their dark souls.
Regardless of which path an Aasimar follows, one commonality between either is that as they pass through the world, their souls are mortal. They can be killed just as any other creature and they do not have the certainty of rebirth in the Celestial or Abyssal realms as do true Angels or Demons. Assuming they are not killed, they must remain in this mortal state for 100 years in order to ensure their transition to the next realm.
The Aasimar can vary greatly in appearance, but they are always exceptionally beautiful or handsome creatures. When an Aasimar walks into the room, they cannot help but draw attention to themselves unless they go to great lengths to hide their features. An Aasimar will always exhibit some physical manifestation of their status as Ascendant or Fallen. Some examples from an Ascendant may be golden eyes or hair with strands of shining silver threaded throughout it. A Fallen on the other hand may have large fangs or the beginnings of small horns. If they are of the winged variety an Ascendant’s wings will be feathered, while a Fallen’s wings may be either leathery or skeletal.
Players who choose the Aasimar race should consider their character’s feelings and motivations about the direction they’re destined for at the end of their 100 years on Vaeria. Are they excited, dreadful, do they recall their past life and why they’re transitioning?
Racial Traits
Racial Traits
- Darkvision – Your darkvision has a radius of 60 feet.
- Celestial Resistance – You have resistance to necrotic (Fallen) or radiant (Ascendant) 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. Once you use this trait, you can’t use it again until you finish a long rest.
- Divine Favor – You are able to call upon your patron’s favor to cast either Bless (Ascendant) or Bane (Fallen) once with this trait as a 1st-level spell, and regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
- (Ascendant) Radiant 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 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.
- (Fallen) Necrotic Shroud – Starting at 3rd level, you can use your action to unleash the hellish energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly 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 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.
