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# Biblically Accurate Aasimar ### Aasimar Traits Your aasimar character has the following racial traits. **Ability Score Increase.** Your Charisma score increases by 2 and your Wisdom score increases by 1 **Age.** Aasimar mature at the same rate as humans, but they can live up to 160 years. **Alignment.** Imbued with celestial power, most aasimar are good. **Size.** Aasimar have the same range of height as humans. **Speed.** Your base walking speed is 30 feet. **Darkvision.** The eyes of an angel can pierce any darkness. 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 can't discern color in darkness, only shades of grey. **6-winged.** You have 6 pairs of wings, small enough to fit under most clothing but you must have clothing or armor designed to accommodate them to gain their benefits. when your wings are out, you fall at a rate of 10 ft. per round and may move up to your proficiency bonus *10 ft in any direction except up. **Upper wings.** Your upper pair of wings come out of your shoulder blades they may be used to cover your eyes but doing so reduces your glide speed by 10 ft. **Middle wings.** Your middle pair of wings come out of your abdomen and are the largest of your wings. Without them out, you fall at the normal rate. **Lower wings.** Your lower wings come out of your heels and can be used in place of shoes without consequence. while using them as shoes, your glide speed is reduced by 10 ft. and you suffer none of the negative effects of being in consecrated land and automatically succeed your saves against the effects of the upper planes (i.e. elysium's overwhelming joy). **Angelic Rings.** You have 6 rings on your person that contain celestial power, two around your neck and two on each of your wrists. these may be removed from you but cannot be used by anyone other than you and lose their magic after a day without you wearing them. A new ring can be crafted out of 50 gp of platinum and a long rest of crafting, if you have your old ring it may be re-enchanted with a short rest. After you cast a spell of first level or higher, you may activate a pair of your rings for the next minute. each ring can only be activated once per short rest. For all saves and attacks using these rings use 8 + Proficiency Bonus + Charisma as the save and Proficiency Bonus + Charisma as the attack bonus. Your rings have 1 hitpoint each and AC equal to 15 + your dexterity modifier. Your rings may only be targeted while they are active **Sight Rings.** The rings that hang around you neck float upwards and begin orbiting your head. eyes sprout out of them and you can see in every direction at once. you gain a +5 to passive perception and creatures do not get advantage from flanking you and instead get +2 to their attack roll. Additionally, your darkvision extends out to 120 ft. While these rings are active, you may only avert your eyes by using you upper wings. **War Rings.** One of the rings on each of your hands glows with a radiant power, you have an amount of energy in the rings equal to your level + the level at which the spell that activated the rings was cast at. Whenever you cast another spell while these rings are active, they gain an amount of energy equal to the level at which that spell was cast. When you make a melee attack, you may spend an amount of points equal to your proficiency bonus to deal extra radiant damage equal to the number of points you spent. If you did not use that ability, you may instead, as a bonus action, make a ranged spell attack dealing damage equal to the amount of points you spent. If your hands are free, as a bonus action you may spend a number of points equal to your proficiency bonus to move 15 ft. upwards. When the rings deactivate, if they still have energy in them that is greater than your player level, make a charisma saving throw equal to the number of points in the rings - your player level. on a success, the energy dissipates safely, on a failure, take 2d4 piercing damage as the rings explode and all creatures (including yourself) within 5 ft. of you make a dexterity saving throw or take radiant damage equal to half the energy that was left in the rings, on a success they take only half the damage. You automatically fail this save. You may choose to fail the save to contain the rings power. the explosion of your rings also happen if they are destroyed while active though you are allowed to make the dexterity save to resist the damage. **Peace Rings.** One of the rings on each of your hands glows with a radiant power, you have an amount of energy in the rings equal to your level + the level at which the spell that activated the rings was cast at. Whenever you cast another spell while these rings are active, they gain an amount equal to the level at which that spell was cast. as a bonus action, you expend an amount of energy up to your proficiency bonus and touch a creature within 5 ft. of you and it will regain hitpoints equal to the number of points you spent. this does not work on undead or constructs. If you still have energy in the rings once they deactivate, the energy dissipates harmlessly. \pagebreak ## Feats ### Empowered Rings Magical power flows stronger through your rings, they are more resistant to damage and can channel your magic more strongly. * your rings gain hp equal to your proficiency bonus. * they are resistant to bludgeoning piercing and slashing from nonmagical weapons. * your rings gain +1 AC * you gain a +1 bonus to AC for each pair of rings that is activated. * your unarmed strikes are considered magical and if any of your arm rings are activated, your melee weapon attacks are too. * choose either your arm rings or your head ones and gain the bonuses listed below. * you may take this feat multiple times as long as you choose a different ring set to improve. * if you take this feat twice, your rings are resistant to all damage. #### arm rings * your rings gain points equal to your proficiency bonus every round. * the total amount of points you can spend per round is doubled. * when using the war rings to make a ranged attack, you may choose two targets and make an attack using up to your proficiency bonus in points per attack. * when using the war rings to propel yourself upwards, you gain 20ft. of elevation instead of 15. #### sight rings * the base effects of the sight rings are always active. * you may activate them further and gain the following benefits * you can see in darkness as if it was bright light, this also applies to magical darkness * you can see into the ethereal plane out to 5 ft. * the rings begin to improve your other senses allowing you to detect if someone is lying ### Strong Wings Your wings become strong enough to hold you aloft. * you gain a flying speed equal to 20 * your proficiency bonus * if you gain a flying speed from a non spell class feature, you may add that speed to your flying speed to a maximum of 5 * your proficiency bonus \columnbreak ### Thunderous Voice Your voice of your ancestors could shake mountains and level cities, you have some of that power within you. * all creatures in a 30 ft. cone must make a Constitution saving throw or take (your proficiency bonus)d10 thunder damage * after you use this ability make a Con save or lose your voice, becoming unable to use this ability, speak, or perform verbal components until you take a long rest ### Be Not Afraid You learn to invoke the ancient power of the angels to terrify your enimies and bolster your allies resolve. * as a bonus action, you shout be not afraid and rise up to 60 ft. in the air, all of your rings activate, and all creatures in a 60 ft. radius, 60 ft. height cylinder must make a Wisdom save or be frightened of you. if a creature has succeeded on their saving throw before and they are friendly, they don't have to make the save against being frightened of you and you may allow them to reroll their save against the frightened condition from another source with advantage and has advantage on all other saves against being frightened. if they have already succeeded on their save before and they are hostile, they have advantage on the save. * the use of this ability does not count against the amount of times you can use your rings * you cannot use this ability again until you've finished a long rest * if you also have the Thunderous Voice Feat, the radius of the cylinder is 75 ft and all hostile creatures in the area must make a Con save or take 2d8 thunder damage.