Aasimar Subraces

For those that thought aasimar needed more varity, here are some more subraces for them.

## **Angelkin**

Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

* **Ability Score Increase:** Your Strength Score increases by 1.
* **Angelic Paragon:** Starting at 3rd level, you can use your action to become a paragon of angelic beauty and two large, feathered 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 charmed by 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 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.

## **Emberkin**

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Fireproof:** You do not gain resistance to necrotic damage and instead gain resistance to fire damage.
* **Holy Pyre:** Starting at 3rd level you can use your action to burst into Holy flame. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and at the end of each of your turns, each creature within 10 feet of you takes fire damage equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

## **Plumekith**

Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **By Grace Above:** At 3rd level your vestigial wings strengthen, granting you a fly speed of 40ft. permanently.

## **Idyllkin**

Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good

* **Ability Score Increase:** You Constitution score increases by 1.
* **Nirvana’s Endurance:** Starting at 3rd level, you can use your action to draw the mighty peace of Nirvana into your bones, skin and soul. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, at the start of each of your turns, you gain temporary hit points equal to your level. In addition when you take nonmagical bludgeoning, piercing or slashing damage you can reduce it by 3. Once you use this trait, you can't use it again until you finish a long rest.

## **Musetouched**

The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

* **Ability Score Increase:** Your Dexterity Score increases by 1.
* **Liberated:** Starting at 3rd level, you can use your action to free yourself from the weak bonds of the mere mortal races. Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed your speed cannot be reduced and you can spend 5ft. of movement to escape a grapple, a bonus action to escape the restrained condition and your entire turn to escape the paralyzed condition. Once you use this trait, you can't use it again until you finish a long rest.

## **Lawbringer**

Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Dictum:** Starting at 3rd level you can use your action to unleash the divine energy within you to contain your foes. Once on each of your turns for the next minute, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell and you reduce their speed to 0. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

## Physical Traits

While we’re here, here’s the Pathfinder chart for random Aasimar traits for that, rpg customization feel: