AASIMAR TRAITS
Your aasimar character has the following racial traits.
SIZE. Aasimar have the same range of height and weight as humans.
CELESTIAL RESISTANCE. You have resistance to necrotic damage and
radiant damage.
CELESTIAL
RESISTANCE. Necrotic, radiant damage.
SPEED. Your base walking speed is 30 feet.
ABILITY SCORE INCREASE. Your Charisma score increases by 2.
DARKVISION. Blessed with a radiant soul, your vision can easily cut
through 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 gray.
LANGUAGES. You can speak, read, and write Common and Celestial.
LIGHT BEARER. You know the light cantrip. Charisma is your
spellcasting ability for it.
LIGHT BEARER. (at
will, Cha) Cast light
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.
ACTION: HEALING HANDS. 1/long rest, touch a creature, it regains #
hit points (level).
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.
Outcast aasimar are most often neutral or even evil.
Subrace. Three subraces of aasimar exist: protector aasimar, scourge
aasimar, and fallen aasimar. Choose one of them for your character.
PROTECTOR AASIMAR
ABILITY SCORE INCREASE. Your Wisdom score increases by 1.
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.
ACTION: RADIANT
SOUL. 1/long rest, 1 minute or bonus action to end. eyes glimmer
luminous incorporeal wings. flying speed of 30 feet, once each turn
deal # (level) radiant damage one target attack or a spell.
Protector aasimar are charged by the powers of good to guard the
weak, to strike at evil wherever it arises, and to stand vigilant
against the darkness. From a young age, a protector aasimar receives
advice and directives that urge to stand against evil.
SCOURGE AASIMAR
ABILITY SCORE INCREASE. Your Constitution score increases by 1.
RADIANT CONSUMPTION. Starting at 3rd level, you can use your action
to unleash the divine energy within yourself, causing a searing light
to radiate from you, pour out of your eyes and mouth, and threaten to
char you. Your transformation lasts for 1 minute or until you end it
as a bonus action. During it, you shed bright light in a 10-foot
radius and dim light for an additional 10 feet, and at the end of
each of your turns, you and each creature within 10 feet of you take
radiant damage equal to half your level (rounded up). In addition,
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 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.
ACTION: RADIANT
CONSUMPTION. 1/long
rest, 1
minute or bonus action to
end.
light radiates
from eyes and mouth. bright light 10-feet,
dim light 10 feet, end of each turn, you and each creature 10 feet
take #
radiant
damage (½
lv). Once
per
turn deal #
(level) radiant
damage one target attack or a spell.
Scourge aasimar are imbued with a divine energy that blazes intensely
within them. It feeds a powerful desire to destroy evil-a desire that
is, at its best, unflinching and, at its worst, all-consuming. Many
scourge aasimar wear masks to block out the world and focus on
containing this power, unmasking themselves only in battle.
FALLEN AASIMAR
ABILITY SCORE INCREASE, Your Strength score increases by 1.
NECROTIC SHROUD. Starting at 3rd level, you can use your action to
unleash the divine energy within yourself, causing your eyes to turn
into pools of darkness and two skeletal, ghostly, flightless wings to
sprout from your back. The instant you transform, other creatures
within 10 feet of you that can see you must each succeed on a
Charisma saving throw (DC 8 + your proficiency bonus + your Charisma
modifier) or become frightened of you until the end of your next
turn. Your transformation lasts for 1 minute or until you end it as a
bonus action. During it, once on each of your turns, you can deal
extra necrotic damage to one target when you deal damage to it with
an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a
long rest.
ACTION: NECROTIC
SHROUD. 1/long
rest, 1 minute or bonus action to end. eyes
pools of darkness two ghostly wings. When
transform,
other creatures 10 feet can see you Charisma saving throw (DC
8+pb+Charisma) or frightened of you end next turn. Once
per turn deal # (level) necrotic damage one target attack or a spell.
An aasimar who was touched by dark powers as a youth or who turns to
evil in early adulthood can become one of the fallen-a group of
aasimar whose inner light has been replaced by shadow.
With your DM's consent, you can change your character's subrace to
fallen aasimar if your protector/scourge aasimar turns to evil. To do
so, replace your subrace benefits, including the ability score
increase, with those of a fallen aasimar. Similarly, if your fallen
aasimar turns to good, your GM might allow you to become a protector
or scourge aasimar.
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