Aasimar

The Aasimar are humanoids descended from Celestial creatures, Angels being the most famous, though any number of shapeshifting celestials could be potential ancestors for a given Aasimar. When Aasimar are created due to being in an area of intense extraplanar energies, they often express traits of deities or the planes themselves, rather than those of typical celestial creatures.

Aasimar are typically seen as inherently holy, and while this is typically true, there are Evil Celestials... And of course, evil Aasimar. This might be connected or might not, you're just as likely to have an Evil Fallen Angel Aasimar as an Evil Protector Angel Aasimar.

The stereotype of Aasimar is that they appear as humans or elves, but more celestial. This is sometimes true. Similar to the tiefling, the stereotype is there for a reason- It's common- but it is far from the rule. Some Aasimar in fact look stranger than any Tiefling, with serpentine body, flaming wings, hundreds of eyes, or other, stranger features.

* Aasimar as DnD Characters
* Aasimar as FATE Characters

## Aasimar as DnD Characters

There are many types of Aasimar. One for each type of celestial, another for each of the upper planes, another for each person designing a weird combination of races. There are some classic combinations, but in general, Aasimar are strange and powerful, Celestials on the prime material.

Aasimar possess a +1 to your choice of Charisma or Wisdom, with a +2 to another ability score of your choice, or +1 to two different ability scores.

When designing your Aasimar, you then choose three of the Planestouched Features or Aasimar Features(Below), one of which must be an Aasimar Soul Feature. A Heroic Aasimar gains two additional features. An Aasimar Paragon gains two more, in addition to the Dual Nature feature. An Epic Aasimar gains three additional features.

### Aasimar Soul Features

**Angel Blood.** You choose a Cleric Domain. You have advantage on all checks and saving throws made for or against such effects. In addition, a number of times per short rest equal to your Tier, you may use the Channel Divinity available to 2nd-level clerics of this domain. The domain you choose physically reflects on your body, leaving you with burning hair reflecting a fire domain, a semi-liquid form reflecting water, or incredibly toned muscles from a War domain.

**Agathion Blood.** Agathion-blooded Aasimar are very similar in principle to Beastkin; Relatively less magic, more physical advantages, bestial features, etc. If not for their rarity, perhaps there would be beastkin associated with celestials as there are fiends, fey, and lycanthropes. You choose a type of beastkin with which you have similarities; You gain their natural weapons, movement modes, and special senses, you treat their features as Planestouched features, and may take them in place of other features as normal. Any magical features gained through this beastkin connection are fueled by your connection to the divine.

**Asura Blood.** Aasimar descended from Asura bear their features directly. You have 6 arms, which you use as normal. Further, as a paragon of war, you have Shield equal to half your maximum hit points to resist all weaponry, and you are proficient in the use of all weapons. When you engage in wielding many weapons, you may allow the magic of one of the weapons you are wielding to also effect one or more other weapons you are wielding(Thus, by wielding only a single flame-tongue weapon, the other five weapons become flame-tongue). This only works with one magic item at a time, and unfortunately can't effect other magic weapons you're wielding.

**Divine Blood.** Aasimar of Divine Blood, opposed to a specific celestial heritage, have a shared Shield against necrotic and radiant damage equal to half their maximum hit points (Which they regain at the end of a short or long rest), and have 120 feet of darkvision. In addition, your connection to the divine is more subtle than other types of aasimar, and as such you gain an additional +1 to two ability scores of your choice.

**Lillendi Blood.** Lillendi are celestials of love; Unsurprisingly, this is the most common type of aasimar(Though their looks are not always suggestive of this blood, it is the truth). You are immune the Charmed and Frightened conditions. You learn one Charm-based spell at every spell level, including cantrip, upto half your level. Once per short rest, you may cast each spell as an action at a level equal to the highest spell obtained through this feature.

### Normal Aasimar Features

**Celestial Magic.** You choose a Cleric Domain. You learn 2 spells at each spell level(Upto half your level) appropriate to the chosen domain. You may cast each of these spells once per short rest. When cast in this manner, if the spell's level is less than your proficiency modifier, you cast it at a level equal to your proficiency modifier.

**Divine Sense.** Choose Insight or Perception. You gain proficiency in this skill, and you possess a d4 Intuition die for the skill. Taking this multiple times increases the Intuition die by 2 steps, or grants proficiency and intuition for the other skill.

**Holy Hands.** You gain the Lay On Hands feature, like a Paladin. Your pool of energy is equal to thrice your level. In addition to the normal uses of this feature, you may spend 10 points from this pool to break a curse or heal a spiritual injury. Each time you take this feature, you gain additional points equal to twice your level.

**Immortal Spark.** You are proficient in Death Saving Throws. When you critically succeed a death save, you regain hit points equal to your level. Taking this multiple times grants further levels of proficiency in these saves.

**Truespeaker.** You learn an additional language. In addition, you choose a language you know. While speaking that language, you gain a magical bonus to Deception and Persuasion rolls equal to your proficiency modifier. Choosing this feature multiple times allows you to choose two additional languages to gain this bonus.

### Otherworldly Form Aasimar Features

**Consuming Power.** At the beginning of each of your turns while in your Otherworldly Form, and when you enter your Otherworldly Form, you and all creatures within 10 feet suffer radiant or necrotic damage equal to your level. Taking this multiple times increases the radius by 10 feet each time, and increases the damage to other creatures by half your level.

**Divine Fright.** At the beginning of each of your turns while in your Otherworldly Form, and when you enter your Otherworldly Form, hostile creatures within 10 feet must make a Wisdom saving throw or become Frightened of you for 1 minute. While frightened in this way, creatures consider you a divine avatar, a figure of power and terror out to obliterate them. While outside your radius of fear, they may repeat their saving throw at the end of each of their turns, ending the effect on a success. Taking this multiple times increases the radius by 10 feet each time, and every turn a creature ends their turn while frightened in this way, after making the appropriate saving throws, they suffer psychic damage equal to half your level for each additional time you've taken this feature.

**Divine Majesty.** At the beginning of each of your turns while in your Otherworldly Form, and when you enter your Otherworldly Form, hostile creatures within 10 feet must make a Wisdom saving throw or become Charmed by you for 1 minute. While charmed in this way, creatures consider you a divine avatar, a figure of worship and guidance. While outside your radius of majesty, they may repeat their saving throw at the end of each of their turns, ending the effect on a success. Taking this multiple times increases the radius by 10 feet each time, and adds the following effect; Friendly creatures within the radius become immune to fright, and gain temporary hit points equal to half your level for each additional time you've taken this feature.

**Guardian Angel.** At the beginning of each of your turns while in your Otherworldly Form, and when you enter your Otherworldly Form, you and all friendly creatures within 10 feet gain Universal Shield equal to your level. While this Shield remains, you may use your own Shields, even those granted by external magics, to protect against any damage dealt to any of these creatures. Taking this multiple times increases the radius of this feature by 10 feet, but does not otherwise change the feature.Sample Stuff