D&D 5e Playable Race SCAR server: Aasimar Image: BenMoran

Aasimar

Source: Volo's Guide to Monsters (SCAR Version)

I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The devils’ heads hit the ground, one after another. And thus we learned that an Aasimar traveled in our ragtag band. —Geldon Parl, Of the Tyranny of Dragons


Aasimar bear within their souls the light of the heavens. Whether descended from a Celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. 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, often 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.


Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their Celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full Celestial Nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.


Aasimar Celestial Features
d6CELESTIAL FEATURE
1A dusting of metallic, white, or charcoal freckles
2Metallic, luminous, or dark eyes
3Starkly colored hair
4An unusual hue tinting your Shadow
5A ghostly halo crowning your head
6Rainbows gleaming on your skin


Celestial Champions

Aasimar are often 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 may receive 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.


Hidden Wanderers

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.


Aasimar Guides

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.


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.


d6NAMENATURE
1TadrielBookish and lecturing
2MyllandraCompassionate and hopeful
3SeraphinaPractical and lighthearted
4GalladiaFierce and vengeful
5MykielStern and judgmental
6ValandrasKind and parental


Conflicted Souls

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 from 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.



Aasimar Names

Most aasimar are born from human parents, and they use the same naming conventions as their native culture.



Aasimar Traits

Your Aasimar character has the following racial Traits.


Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.


Size. Aasimar have the same range of height and weight as humans. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.


Celestial Resistance. You have resistance to your choice between Necrotic damage or Radiant damage, chosen at creation.


Healing Hands. As an action, touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. You can use this a number of times per long rest equal to your Proficiency Bonus.


Languages. You can speak, read, and write Common and Celestial.


Subrace. Five subraces of aasimar exist: Fallen, Protector, Scourge, Spark Soul, and Titan Soul. Choose one of them for your character.


Random Height and Weight

You may roll for your character’s Height and Weight. The roll in the Height Modifier column adds a number (in inches) to the character’s base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.


Base HeightBase WeightHeight ModifierWeight Modifier
4'8"110 lb.+2d10× (2d4) lb.

Fallen (Subrace)

Source: Volo's Guide to Monsters (SCAR Version)

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.


Necrotic Shroud. Starting at 3rd Level, you can use a bonus action to unleash the Celestial energy within yourself, gaining the benefits below. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.


Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must 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. Until the transformation ends, once on each of your turns, you can deal extra Necrotic damage equal to your Proficiency Bonus to one target when you deal damage to it with an attack or a spell.

Protector (Subrace)

Source: Volo's Guide to Monsters (SCAR Version)

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever 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.


Radiant Soul. Starting at 3rd Level, you can use a bonus action to unleash the Celestial energy within yourself, gaining the benefits below. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.


Two luminous, spectral wings sprout from your back, temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, 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 damage equals your Proficiency Bonus.

Scourge (Subrace)

Source: Volo's Guide to Monsters (SCAR Version)

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.


Radiant Consumption. Starting at 3rd Level, you can use a bonus action to unleash the Celestial energy within yourself, gaining the benefits below. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.


Searing light temporarily radiates from your eyes and mouth. For the duration, 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 (including yourself) takes radiant damage equal to your Proficiency Bonus. Until the transformation ends, once on each of your turns, you can deal extra Radiant damage equal to your Proficiency Bonus to one target when you deal damage to it with an attack or a spell.

Spark Soul (Subrace)

Source: D&D Wiki Homebrew (SCAR Version)

Spark Soul aasimar are born from the storm, touched by the mighty powers of lightning which charges their very souls. With many seeing lightning as the embodiment of the gods' wrath, Spark Soul Aasimar are sometimes seen as enforcers of the gods' will. When they unleash their full power, they strike with the speed and unmatched might of a lightning bolt.


Living Spark. Starting at 3rd Level, you can use a bonus action to unleash the Celestial energy within yourself, gaining the benefits below. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.


Your eyes crackle with energy and two flightless wings of lightning sprout from your back. Your speed increases by 10 feet, you can take the Dash or Disengage action as a bonus action, and once on each of your turns, you can deal extra Lightning damage equal to your Proficiency Bonus to one target when you deal damage to it with an attack or a spell.

Titan Soul (Subrace)

Source: D&D Wiki Homebrew (SCAR Version)

Titan Soul aasimar are empowered by the colossal strength of a celestial titan — most often, an empyrean. They stand resolute against those that would do evil, though some, touched by a corrupted or cursed titan, may turn their ire toward the forces of good, seeking only to darken the light in the world.


Statuesque Form. Starting at 3rd Level, you can use a bonus action to unleash the Celestial energy within yourself, gaining the benefits below. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.


You grow in size and bulk, gaining the effects of the Enlarge spell, growing up to size Large. This does not require concentration. In addition, the extra damage from your weapon attacks granted by Enlarge is Radiant damage equal to your Proficiency Bonus.