Aasimar (Race Options)

## There are 4 Versions of Aasimar

Not everyone who wanders, wanders alone. Aasimar are creatures accompanied by another within their bodies. For some this takes the form of a guiding spirit, others a symbiote, and others still a cooperative AI. These benefits can range from raw strength, to immaculate intelligence, and even aid in the aasimars gut instincts when it comes to intrigue. Aasimar can be seen talking to themselves, and sometimes a bit odd, but the reality is those around an Aasimar usually only can hear half of the conversation.

### All:

-Ability Score Increase: +2 CHA

-Size: Medium

-Speed: 30ft

-Resistance to Radiant and Necrotic Damage

-Healing Hands: You can touch and heal an ally HP equal to your level once per long rest as a bonus action.

-Languages: Common, Celestial

### Subrace: Symbiotic Aasimar

Symbiotic Aasimar live with another creature inside them. The both provide for each other, doing what they can for mutual protection. To most however, this agreement does not appear, feel, or seem in any way normal.

Ability Score Increase: +1 STR

Grotesque Transformation: At 3rd level and higher, as an action your symbiote partially detaches from your body, causing flightless wings, pooling eyes, and gnarled teeth. Upon transforming creatures within 10ft that see this transformation must make a Charisma saving throw (DC 8 + Prof Bonus + CHA Modifier) or be frightened of you until the end of your next turn. This transformation lasts 1 minute or until you end it as a bonus action. While transformed, once per turn you may deal your level in necrotic damage to a target when you hit them. Once per long rest.

### Subrace: Protector Aasimar

Protecctor Aasimar carry with them fallen spirits, who may be relatives, friends, or even strangers. These spirts lend the aasimar all of their energy when they feel it might be the most helpful, in ways that only seem supernatural.

Ability Score Increase: +1 WIS

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 per long rest.

### Subrace: Unstable Aasimar

Unstable Aasimar carry with them parasites. These parasites seek only to consume, and while usually able to be kept at bay, sometimes it can be useful to utilize their unending hunger.

Ability Score Increase: +1 CON

Enveloping Consumption: Starting at 3rd level, you can use your action to unleash the hunger within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to consume 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 acid damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra acid damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once per long rest.

### Subrace: Enhanced Aasimar

Enhanced Aasimar coincide with an AI from the earliest they could remember. Although coming in many forms, this AI seeks to learn and understand, and help its vessel to achieve the same goals.

Ability Score Increase: +1 INT

Super Awareness: Starting at 3rd level, you can use your action to overclock your Central Nervous System. Your eyes turn green, and movement becomes robotic during this time. Your transformation lasts for 10 minutes, or until you end it as a bonus action. During it, you can not be surprised, trigger traps (actions that would do so are canceled although the reason does not need to be explained by the DM), and Intelligence checks, intelligence based skill checks, and intelligence saving throws are made with advantage. Once per long rest.