
Aasimar Subraces
Just as Tieflings can come in many varieties depending on their infernal heritage Aasimars can vary in this way as well. Protector and Scourge Aasimar are presumably descended from Deva angels but there are other celestials that could yield offspring. This supplement introduces four additional options for Aasimar subraces to provide both players and GM's alike with a more diverse set of possibilities.
Winged Aasimar
Many depictions of Aasimar in popular fan media portray sets of beautiful, white feathered wings as indicators of celestial lineage. In addition, the Sword Coast Adventurer's guide set the precedent for winged Tieflings. This subrace provides a more balanced way for players to have this ability.
I used the Detect Balance scale made by Eleazzaar (now maintained by SwordMeow and Zagorath) to help balance each subrace.
Flight. You have one or more pairs of enormous wings sprouting from your back. The could be full of feathers or be more like those of fairies, dragons or mammals in appearance. You have a flying speed of 30 feet, so long as you are not wearing medium or heavy armor. If you wear medium armor your flying speed is reduced to 15 and if you wear heavy armor your flying speed is reduced to 10 and you make all dexterity-related rolls, including attacks, saving throws and skill checks, at disadvantage.
This trait replaces the darkvision, light bearer and healing hands traits of the base Aasimar race.
Optional Feat: Angelic Flight
At the GM's option the above flight trait can be added as a feat to a standard Aasimar but only replacing the healing hands trait.
Optional Feat: Agile Flight
Prerequisite: Winged Aasimar subrace or Angelic Flight feat.
Increase your flying speed to 35 feet. You may wear light and medium armor and fly without penalty. Heavy armor reduces your flying speed to 25 feet.
Archon Aasimar
Archons are enigmatic, supernatural embodiments of law and order. They espouse a virtuous sense of justice and seek to discover those who break the law or propagate falsehoods. Their descendents embody these characteristics in a very serious manner, even to the degree that they typically have little sense of humor, emphasized by stern faces and blank, glowing white eyes.
Ability Score Increase. You may increase your Intelligence or Wisdom score by 1.
Accusation. You know the word of radiance cantrip.
Sense Virtue. Starting at 3rd level you know the spell detect good and evil and may cast it without spell components. In addition, beginning at 5th level you learn the spell zone of truth. Charisma is your spellcasting ability for these spells. After using this trait to cast either spell you cannot use it again until after a long rest.
The feature replaces the healing hands and light bearer traits of the base Aasimar race.
Optional Feat: Celestial Mount
At the GM's option an Archon Aasimar that is a member of the Azorius Senate may gain a Felidar mount, similar to as described on page 199 of the Guildmaster's Guide to Ravnica. Use the adjacent stat block for the Felidar. Proficiency modifier refers to your modifier.
Young Felidar Mount
Large celestial, lawful neutral
- Armor Class 13 (natrual armor)
- Hit Points equal to the Felidar's Constitution modifier + your Charisma modifier + five times your total class levels
- Speed 40 ft
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 9 (-1) 12 (+1) 12 (+1)
- Saving Throws Dexterity and Charisma + proficiency modifier
- Skills - Insight and Perception + proficiency modifier
- Senses - Darkvision 120ft, passive perception 11 + proficiency modifier
- Languages - understands Celestial and Common but can't speak
Bonding. You and the Felidar can communicate telepathically. It can sense your distance and direction if you are on the same plane of existence. As an action you or the Felidar can sense what the other sees and hears, during which time the other loses its own sight and hearing. This effect lasts until the start of its next turn.
Advancement. The Felidar gains attribute stat increases as you do, and you may forgo one of these to add a 40 ft flying speed instead.
Actions
Claws. Melee Weapon Attack: + proficiency modifier to hit, 5 ft., one target. Hit: 5 (1d6 + proficiency modifier) slashing damage; increases to 2d6, 3d6 and 4d6 at 5th, 11th and 17th level respectively.

Couatl Aasimar
Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored feathered wings and gentle manner speak to their celestial origins. They can polymorph into humanoid forms and may embed themselves within worthy communities to protect them, resulting in the possibility of offspring. Couatl Aasimars retain their parent's ability to shift forms to some degree and often do their best to remain vigiliant, tell the truth and protect the weak.
You have the following abilities:
Ability Score Increase. You may increase your Wisdom or Dexterity score by 1.
Embolden. You know the guidance cantrip.
Shielded Mind. You have resistance to radiant and psychic damage. This trait replaces the celestial resistance trait of base Aasimar race.
Transform. Starting at 3rd level you know the spell disguise self and may cast it without spell components. In addition, beginning at 5th level you learn the spell alter self. Charisma is your spellcasting ability for these spells. After using this trait to cast either spell you cannot use it again until after a long rest.
The feature replaces the healing hands and light bearer traits of the base Aasimar race.
Agathinon Aasimar
Agathinon form the elite vanguard of the celestial armies. They are not as powerful as other Aasimon beings like Devas or Planetars but this makes it more possible for them to bond and reproduce with other planar beings. Agathinon Aasimar are typically focused and well-disciplined individuals who marshall the forces of good and think on a tactical scale.
You have the following abilities:
Ability Score Increase. Increase your Strength, Constitution and Charisma by 1. This trait replaces the standard Charisma increase for the Aasimar base race.
Embolden. You know the message cantrip. This trait replaces the light bearer trait of the base Aasimar race.
Ethereal Dance. Beginning at 5th level you know the spell blink. Charisma is your spellcasting ability for this trait. After using it you may not use it again until after a short rest.
Art Credits
Changelog
1.0 - First draft.
