Aasimar Subraces of the Upper Planes
As tieflings come from all the lower planes, aasimar come from all the upper planes. They most often come from Mount Celestia, though aasimar of every type exist.
Aasimar Base Race
All Aasimar share the following traits:
- Size. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Due to your celestial heritage, you have superior vision in dim and dark conditions. You can see in dim light up to 60 feet away as if it were bright light, and in darkness as if it were dim. You cannot discern color in darkness, only shades of grey.
- Celestial Resistance. You have resistance to necrotic and radiant damage.
- Languages. You can speak, read and understand Common and Celestial.
- Subraces. Each plane has its own variant of aasimar.
Arcadia
The Peaceable Kingdoms of Arcadia is rigid in its adherence to Order. This plane, while in the positive plane’s portfolio, is just outside the moral ties of good, adhering more to the “greater good” concept. As such, a bit of evil or morally grey behavior is tolerated so long as it brings about the betterment of the majority.
Civilization is in harmony with nature; rivers and forests run in straight lines and patterns. The landscape lacks rolling hills and the hills and mountains in the distance appear to be for aesthetic reasons. The gradual cycle of day and night as is familiar on the Prime Material does not exist. Instead, there is an Orb of Day and Night hung perfectly centered over the plane. It rotates at set intervals so the twilit periods of dawn and dusk are nonexistent, and there is light and dark on one half of the plane at any time. The storms on Arcadia are determined by the council of Storm Kings of the Wind King, Cloud King, Rain King, and Lightning King.
Arcadian aasimar have stormy grey hair and bright blue or light silver eyes. They typically have olive or other darker complexions.
Ability Score Increase. Your Charisma score increases by 2, and your Strength increases by 1.
Age.
Alignment. Arcadia’s lawful neutral suffusion influences your morals and behaviors.
Lawful Storm. You know the shocking grasp or lightning lure cantrip. Charisma is your spellcasting modifier for it.
Lawbringer. You are proficient with History. When confronting a lawbreaker, you have advantage on Wisdom (Insight) checks, Charisma (Persuasion) checks, and attack rolls against that target.
Mount Celestia
The Seven Mounting Heavens of Celestia, shortened commonly to Mount Celestia, is a single great mountain on a continent-sized landmass, and surrounded by an infinitely vast ocean of holy water. At nearly every place in Celestia, enormous monuments of one kind or another can be seen in the distance. Structures of all kinds are adorned with sculpture and art, built of the white marble-like rock that the mountain is composed of.
The 7 layers of Celestia, from bottom to top, are: Lunia (the Silver Heaven), Mercuria (the Golden Heaven), Venya (the Pearly Heaven), Solania (the Crystal Heaven), Mertion (the Platinum Heaven), Jovar (the Glittering Heaven), and Chronias (the Illuminated Heaven). Lunia contains the Silver Sea and the base of the mountain. Chronias, at the very top, is a beacon of light for the rest of the plane. Nobody knows what Chronias is like, because only the worthiest are permitted entry, and they never return. Anyone else who enters is forever destroyed, body and soul.
Celestian aasimar are the kind of aasimar people imagine when they hear the word. They have golden or silvery hair, golden or silvery eyes, and sunkissed tan skin.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. s
Alignment. Celestian aasimar are lawful good, due to the influence of their plane of origin.
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.
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 you use this trait, you can't use it again until you finish a long rest.
Bytopia
The Twin Paradises of Bytopia are considered the “commons’ heaven”. Bytopia is a world in two parts: Dothion and Shurrock. These two lands are opposite each other: one can see the surface of Shurrock by looking up while on Dothion and vice versa. Gravity reverses at the exact midpoint between the two lands of Bytopia, which is about three miles above ground level on either side. Both lands are connected by massive spires of rock, which can be climbed to get from one side to the other. This middle open area is called the Betweensky.
Dothion is the “lower” part of the plane. It is an idyllic land, where the weather is mild and the wilderness is kind. Many inhabitants of Dothion are simple farmers, and the harvest is always bountiful. Most of the rest live in cities. The “upper” part of the plane, Shurrock, stands in stark contrast to Dothion. The wilds of Shurrock are hostile, and the climate harsh.
Bytopian aasimar are varied in their pigmentation, due to the odd nature of their plane. They often have flaxen or dark brown hair, and brown or blue eyes. They are typically pale, on the verge of pink.
Ability Score Increase. Your Wisdom increases by 2, and one ability score of your choice increases by 1.
Age. s
Alignment. Bytopian aasimar are typically neutral good, though they can be lawful good.
Villager. You are proficient in one type of artisan’s tools, one skill, and one language of your choice.
Dual Legacy. You know the prestidigitation and druidcraft cantrips. Your choice of Wisdom or Intelligence is your spellcasting modifier for these spells (when you choose, it is permanent).
Elysium
The Blessed Fields of Elysium is the pinnacle of goodliness, without regard to the rigidity of laws or aloofness of chaos. Merely being on this tranquil plane is enough to make a person happy. The whole plane feels like a massive garden, or perhaps a painting of an idealized world. Petitioners have no homes, and few if any material possessions. Instead, they simply go where they please, and the land provides for them. Elysium is like a vision of a world where all evil and selfishness has been wiped out, and only goodness remains.
Oddly enough, this plane can be dangerous for adventurers. Elysium uses its morphic nature to put fiends and other intruders in the same place as the heroes and celestials capable of destroying them. The more powerful a visitor is, the more Elysium seems like it's become infested with evil- but it's actually just using them to take out its trash.
Elysian aasimar are very homely in their appearance, but radiate warmth and joy. Their hair is often shades of brown, and their eyes are green, hazel, or brown. Their skin is olive and tanned, glowing with the perpetual Elysium summer sun.
Ability Score Increase. Your Wisdom, Intelligence, and Charisma each increase by 1.
Age. s
Alignment. Like the plane, a pervasive sense of pure and unbridled good flows through Elysian aasimar; they tend to be neutral good.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Elysian Legacy. You know the light and word of radiance cantrips. At 3rd level, you know one 1st-level cleric spell and can cast it once per long rest. At 5th level, you know one 2nd-level cleric spell and can cast it once per long rest. You cannot change these spells, and they are not considered cleric spells for you. Wisdom is your spellcasting modifier for these spells.
Beastlands
The Wilderness of the Beastlands, shortened to Beastlands, is also known as the Happy Hunting Grounds. All natural creatures and their giant versions are found here including mammals, birds, fish, reptiles, amphibians, insects, and invertebrates, excluding magical creatures and monstrosities. The Beast Lords preside over the plane and many beasts come here to hunt and be hunted in turn upon their passing from the Prime Material. Most of the natural inhabitants are intelligent and capable of speech.
The Beastlands has three layers, Krigala, Brux, and Karasuthra, all heavily forested with normal and giant trees, plants, moss, and fungi. Each layer has its own time of day which never varies, and weather was distributed to create all manner of conditions for the habitats of all creatures. Krigala held the noonday sun, while Brux held two suns and was caught in perpetual dawn and dusk, and Karasuthra held the starlit night.
Beastlands aasimar are more animalistic in appearance. Sometimes, beastlands aasimar are indistinguishable physically from beastfolk races such as tabaxi, lizardfolk, and aarakocra. Their eyes are often orange, red, and green, and their hair is all natural colorations. They often have patterns resembling animal hides and plumage across their skin.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Beastlands aasimar live intense and short lives. They mature much younger than other humanoids, around 10 years old, and live to be around 50 years.
Alignment. The chaos of the beastlands lends its nature to you. Beastlands aasimar are typically chaotic good or chaotic neutral.
Beastial Nature. You are proficient with Animal Handling and Survival. Additionally, you can add twice your proficiency bonus to all Survival checks you make.
Savagery. You know the produce flame and primal savagery cantrips. Wisdom is your spellcasting modifier for them.
Arborea
The Olympian Glades of Arborea consist of three layers: Arvandor, Aquallor, and Mithardir. Elves and their elvish deities are a large portion of the denizens of Arborea’s arboreal layer, Arvandor, given their preference towards woodlands. The most fantastic and notable feature of this layer is Mount Olympus, where several of the elvish and other deities reside. Aquallor is a vast saltwater ocean blessed by Deep Sashelas, the deity of the sea elves, so that any creature without water breathing ability gains it while in their depths. Mithardir is the final layer, and the antithesis of the previous two layers: a pure white sand desert fraught with befuddling weather phenomena.
Arborean aasimar are varied due to the drastic differences between the triad of layers: Aquallor-originating aasimar tend to have blue, green, or even purple eyes, and some even have patches of gemlike scales to match across their pearly skin; Arvandor-originating aasimar can be hard to distinguish from wood elves, with brown or coppery hair, pointed ears, and eyes like bark or new leaves; Mithardir-originating aasimar are dark-skinned and lean, worn by sand and nomadic life, with sunbleached silver hair and eyes like sunshine and opal.
Ability Score Increase. Your Dexterity, Intelligence, and Charisma scores each increase by 1.
Age. Aasimar from Arborea age more like elves than humans or other aasimar. They reach adulthood around the age of 100 and can live to be 750 years old.
Alignment. Arborean aasimar, like their elven counterparts, tend to be chaotic good.
Amphibious. You can breathe air and water.
Arborean Legacy. You know the druidcraft cantrip. At 3rd level, you know the goodberry spell and can cast it once per long rest. At 5th level, you know the locate animals or plants spell and can cast it once per long rest, requiring no material components. Wisdom is your spellcasting modifier for these spells.
Ysgard
Ysgard, the Heroic Domains contains many fallen heroes and warrior-like creatures among the upper branches of Yggdrasil, the world tree. The people who reside here have most likely passed on through valiant death on the Prime Material, and drink, feast, and fight to their fill, and often to another death. They worry not, however, due to the plane’s revival of those slain at the next dawning (save for any fiends, constructs, undead, or those that die from natural causes).
This warrior-focused and honorbound culture among the Ysgardian aasimar have led them to be nicknamed “valkyrie” after the celestial of the same name.
Ability Score Increase. Your Strength, Constitution, and Charisma each increase by 1.
Age. Ysgardian aasimar age as humans do, maturing around 20 years old and reaching an average of 90 years old.
Alignment. Chaotic neutral or chaotic good.
Ysgardian Weapon Training. You are proficient with the longsword, warhammer, greatsword, and spear.
Ysgardian Traveller. At 4th level, you know the find steed spell and can cast it once per long rest. When summoned using this feature, the steed summoned is an Ysgardian warhorse and is a celestial instead of its normal type. It can understand Celestial.
Valkyrie Legacy. You know the spare the dying cantrip. At 3rd level, you know the divine favor spell and can cast it once per long rest. At 5th level, you know the spiritual weapon spell and can cast it once per long rest; when cast in this way, the weapon conjured takes the shape and properties of a spear. Charisma is your spellcasting ability for these spells.
Ysgardian Warhorse
Large beast, unaligned
- Armor Class 15 (scale mail barding)
- Hit Points 19 (3d10 + 3)
- Speed 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
- Senses passive Perception 11
- Languages --
- Challenge 1/2 (100 XP)
Scale Mail Barding. The warhorse is adorned with scale mail barding, giving it disadvantage on Dexterity (Stealth) checks.
Trampling Charge. If the warhorse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the warhorse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Credits
Created by u/KoyukiTei13
Lore mostly from Forgotten Realms wiki