Traits
- Ability Score Increases: +1 Charisma
- Size: Aasimar have the same range of height and weight as humans. Your size is medium.
- Speed: Your base walking speed is 30 feet.
- Languages: You can speak, read, and write Common and Celestial.
Origin Town: Crownworth
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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 gray.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
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.
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.
Physical Appearance
Aasimar bear the mark of their celestial touch through many different physical features that often vary from individual to individual. Most commonly, aasimar are very similar to humans. While they have a comparable build to humans, they are often significantly taller. Nearly all aasimar are uncommonly beautiful, having radiant skin. Aasimar have very unusual eyes. Many of them have white or gray eyes, that are completely pupilless. It is a trait that enhances their otherworldly quality. While it is most common for aasimar to have silver hair, they can also have brown, blonde, or black hair. Many aasimar have a light halo just above their head, though it is not always visible, and the design and appearance of the halo is incredibly unique to the individual aasimar.
General Personality
Aasimar are placed in the world to serve as guardians of law and good, and to carry out the will of the gods. The gods expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from the gods via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.
Origin Town:
Crownworth
The aasimar are a relatively recent group to have shown up in Crownworth. Most aasimar are born from human parents and they are never born outside of Crownworth. The first couple of aasimar were heralded as new religious leaders for the town. But over time the occurrence has become more commonplace, and now anyone living in Crownworth knows at least a couple of aasimar personally. Aasimar are human babies who have formed a connection with the gods. Most of them grow up to be righteous leaders and warriors, carrying out the will of the gods as they see fit. However some aasimar find it difficult to live up to the pressure of being an embodiment of the will of the gods.
Ability Scores: +2 points between Strength, Constitution, Wisdom, and Charisma
Skills: Proficiency in the Deception, Insight, or Persuasion skill.
Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.