Aasimar

A rare occurrence from otherwise normal couples, Aasimar are said to be proof of the Gods' favor and are often considered a blessing. Aasimar are the result of divine energy in an area while the child is conceived, often being around sacred ground such as a Temple, leading most Aasimar to be born in large cities with a high density of religious centers.

## Abilities

Ability Scores: +2 Cha, +1 Wis (Protector Variant)

Size: Medium

Base Speed: 30 ft.

Darkvision: You may see in Dim Light up to 60 ft. away as though it were Normal Light. You may see in Darkness up to 60 ft. away as though it were Dim Light, you cannot discern color in darkness, only shades of grey.

Celestial Resistance: You have Resistance to Necrotic and Radiant damage.

Healing Hands: Once per Long Rest as an Action you can touch one Creature and cause it to regain a number of Hit Points equal to your Level.

Light Bearer: You know the Light Cantrip, Charisma is your spellcasting ability for it.

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. During your transformation you gain a flying speed of 30 ft. and once during each of your turns you may deal extra radiant damage equal to your level to one target when you deal damage to it with an attack or a spell. This effect lasts 1 minute or until you end it as a bonus action, this ability can't be used again until you finish a Long Rest.

Languages: Aasimar speak Common, Celestial, and one language from their Country of Origin.

Base Height: 4'8"+ 2d10 inches

Base Weight: 110 lbs X 2d4 lbs

Age: Aasimar are considered mature at 18 years old, and usually live until the age of 150, though some have been recorded as old as 180.

Appearance: Aasimar typically resemble Humans from their country of origin, but with a number of unusual traits that mark their divine origin. This can manifest in a number of ways, such as silver-colored eyes, metallic and semi-translucent hair, vestigial feathered wings, slight luminosity, or a halo of light floating above their head.

## Common Perception

Aasimar are usually seen as a blessing from the Gods regardless of area or that area's religion, with some taking them to be divine messengers, angels, or fragments of the Gods themselves. As a result many Aasimar grow up pampered, though some might say coddled, often sheltered from danger and the outside world. Many grown Aasimar are given high ranking positions in the Temple, or are chosen as apprentices to master craftsmen. Aasimar are typically kind-hearted, with many of them favored as diplomats and mediators. Though it's rare, Aasimar are still mortal at their core, and are prone to making the mistakes that all mortals can make. Despite their general kindly nature, it's not impossible to find Aasimar in the criminal underground, engaging in banditry, and even falling into dark cults.

## Alaran Origin

Aasimar were thought to be the results of a mistake in the process of creating another of the Slave Races, though not an unwelcome one as records show Aasimar being seen as a sign of the Gods' approval, and often Aasimar were treated almost as well as an Alaran citizen. From what records survive it wasn't a rare occurrence to see Aasimar given educations and positions of authority, often serving as advisors for lesser noble families, though some were kept around as trophies more than anything.

## Variants

Fallen Variant:

Ability scores: +2 Cha, +1 Str

Necrotic Shroud (replaces Radiant Soul): Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures 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. 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.

Everything else is the same as described above.

Scourge Variant:

Ability Scores: +2 Cha, +1 Con

Radiant Consumption (replaces Radiant Soul): Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. 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.