Description

Not many aasimar were created by the gods but their race was perceived as the most untouched by the silver fragments. Aasimar took the ideals of the golden fragments and built their societies around them, living very good natured lives and rarely resorting to crimes. The ones with most prominent divine sparks in them, are said to grow angelic wings, like the ones the gods one displayed in during their time on earth. Aasimar lives closely with Tieflings as they felt it was their responsibility to balance the trickery tieflings brought to the world. Aasimar were always viewed as souls that been touched by the gods, placing them on Arda to guide others into righteous paths. Some aasimar have strayed from that path, resulting in the "fallen" type. Such aasimar are often exiled from their societies, as they embody exactly what their creators made them to prevent. Aasimar feature eyes that are blank but glowing with colors of white, golden, yellow but never silver.

Origins

Maldos was the sole creator of the Aasimar race, not allowing others to touch his creation. It was his most prized race and considered them his envoys on Arda. Vermillion and Krevor later tried to dilute his creations with their influence but had little effect. The fallen aasimar are said to be those whose minds were influenced by Krevor.

Genetics

Due to their mono-fragment creator, Aasimar have a strong natural predisposition towards Good and often lawful. Their bodies are made to withstand divine magic making them resistant to radiant and necrotic.

Lifespan

Aasimar mature at the same rate as humans, but their middle-age lasts until about 140 years, and their total lifespan usually ends around 160.

Homeland

Darna

Also found in

Unified Caldar, Eratus

Reputation

Aasimar have possibly the best reputation in the lands of Arda, for being good, fair, generous and kind. Their often popular for companionship and as advisors.

Alive/Extinct

Aasimar race exists until the 4th era

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Aasimar Traits

As an aasimar, you have the following racial traits:

Ability Scores: increase your Wisdom by 1.

Creature Type: You are a Humanoid.

Size: Medium (4-7 feet tall).

Speed: Your walking speed is 30 feet.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Darkvision: 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 discern colors in that darkness only as shades of gray.

Healing Hands: As a Magic action, you 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. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation:     When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

  • Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
  • Inner Radiance. 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 takes Radiant damage equal to your Proficiency Bonus.
  • Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Common and one other language of your choice that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in Languages.