Aasimar (Revised)

by Nyte

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Aasimar of the Seven Heavens

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are people with otherworldly, luminous features that reveal their celestial heritage.

~ Volo's Guide to Monsters, pg. 104

Aasimar Traits

Ability Score Increase. Your Charisma score increases by 2. You then increase any other ability score of your choice by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Celestial.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for this spell.
Divine Decree. Choose one of the following decrees:

Herald Decree

Those that take the Herald Decree are those that travel across the multiverse and spread the goodness of the heavens to all they meet. They invoke the magic of the
first of the seven heavens: Lunia, the Silver Heaven.

Magic of Lunia. When you reach 3rd level, you learn the
find familiar spell (celestial) and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the zone of truth spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Prophet Decree

Those that take the Prophet Decree are in touch with the endless possibilities of the future, and use their gift to guide others to success. They invoke the magic of the fourth of the seven heavens: Solania, the Electrum Heaven.

Magic of Solania. When you reach 3rd level, you learn the detect evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the augury spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Art Credit

Archangel by Lorenz Basuki

Protector Decree

Those that take the Protecter Decree are sworn to defend those in need, using powerful wards to ensure no unnecessary soul is harmed. They invoke the magic of the sixth of the seven heavens: Jovar, the Heaven of Gems.

Magic of Jovar. When you reach 3rd level, you learn the shield of faith spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the warding bond spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Art Credit

Memory by NiNen Cat

Reverend Decree

Those that choose the Reverend Decree are the utmost pure of heart and the embodiment of goodness. These aasimar are thought to be chosen for a divine purpose. They invoke the magic of the topmost of the seven heavens: Chronias, the Illuminated Heaven.

Magic of Chronias. When you reach 3rd level, you learn the ceremony spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the prayer of healing spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Savior Decree

Those that take the Savior Decree are the most humble and giving souls, seeking out danger to help those in desperate need. They invoke the healing magic of the fifth of the seven heavens: Martion, the Platinum Heaven.

Magic of Mertion. When you reach 3rd level, you learn the healing word spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the lesser restoration spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Scourge Decree

Those that take the Scourge Decree are heavens most powerful warriors, using their divine power to punish evil throughout the lands. They invoke the magic of the second of the seven heavens: Mercuria, the Golden Heaven.

Magic of Mercuria. When you reach 3rd level, you learn the divine favor spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the branding smite spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Shepherd Decree

Those that choose the Shepherd Decree are the watchers that ensure the safety of those they come across. These aasimar are careful and wise, and invoke the magic of the third of the seven heavens: Venya, the Heaven of Pearls.

Magic of Venya. When you reach 3rd level, you learn the sanctuary spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the aid spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fallen Decree

Not all can hold fast to their Decree. Aasimar that fall prey to the tempations of the world may have their Decree withdrawn, and become Fallen. Those that bear the Fallen Decree can invoke the magic of the Fallen.

Magic of the Fallen. When you reach 3rd level, you learn the protection from evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Optional Rule: Altering your Decree

With your DM's consent, you can change your character's current Decree to a different Decree to reflect a change of your character's loyalties. This can represent your character's fall from grace or path to repentance, as well as receiving a new calling from a divine proxy.

Aasimar Feats

Divine Transformation

Prerequisite: Aasimar (herald, prophet, protector, reverend, savior, scourge, or shepherd)
You can use an action to embrace the divine light inside of you and take on a celestial form. While in this form, you cannot concentrate. You gain the following benefits while you are transformed:

  • You have advantage on Charisma checks.
  • You have a flying speed of 30 feet.
  • Once on each of your turns, when you damage a target with an attack or spell, you can deal extra radiant damage to it equal to your level.
  • You can use a bonus action to cause a divine effect determined by your Divine Decree. Once you've taken this bonus action a number of times equal to your Proficiency Bonus, you cannot do so again until the next time you transform.
    • Herald: You and all allies within 10 feet of you gain the benefits of a bless spell until the end of your next turn.
    • Prophet: You and all allies within 10 feet of you gain advantage on one ability check, attack roll, or saving throw of its choice it makes before the end of your next turn.
    • Protector: You and all allies within 10 feet of you gain a bonus to AC and saving throws equal to your Proficiency Bonus that lasts until the end of your next turn.
    • Reverend: You and all creatures within 10 feet of you are either blinded until the end of your next turn or gain temporary hit points equal to your level (your choice for each creature).
    • Savior: You and all allies within 10 feet of you regain hit points equal to your level.
    • Scourge: You and all creatures within 10 feet of you suffer radiant damage equal to twice your level.
    • Shepherd: You and all allies within 10 feet of you gain the benefits of a sanctuary spell until the end of your next turn.

This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.

Art Credit

sad Engle by swan

Falling from Grace or Rising to It

If you change your Decree to Fallen using the optional rule above, and you have already taken the Divine Transformation feat, you must replace that feat with the Fallen Transformation Feat.

Likewise, if you change your Decree from Fallen to a different Decree, and you have already taken the Fallen Transformation Feat, you must replace that feat with the Divine Transformation Feat.

Fallen Transformation

Prerequisite: Aasimar (fallen)
You can use an action to release the darkness inside of you and take on a fallen form. While in this form, you cannot concentrate. You gain the following benefits while you are transformed:

  • You are cloaked in shadows, and considered lightly obscured to others.
  • You have advantage on Charisma checks.
  • You have a flying speed of 30 feet.
  • Once on each of your turns, when you damage a target with an attack or spell, you can deal extra necrotic damage to it equal to your level.
  • You can use a bonus action to drain one creature within 10 feet of you. That creature suffers necrotic damage equal to your level, and you regain hit points equal to half of the amount of damage dealt. Once you've taken this bonus action a number of times equal to your Proficiency Bonus, you cannot do so again until the next time you transform.

This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.

Healing Hands

Prerequisite: Aasimar
You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the cure wounds spell and can cast it once at a spell level equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Art Credit

Fierce by MiguelCoimbra

 

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