D&D 5e Aasimar



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NOTE TO THE OM: PLAYING AN ANGELIC GUIDEAASIMAR As OM, you take on the role of an aasimar's il-ngetk I SAW HER, WREATHED IN WINGS OF PURE LIGHT, HER guide and decide what kind of advice or omens to send in dreams. eyes blazing with the fury of the gods. The bone devils The deva, or other celestial being, is your chance to add stopped in their tracks, shielding their faces. Her blade, special roleplaying opportunities to the game. Remember, now a brand of light, swept once, twice, three times. The a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices devils' heads hit the ground, one after another. And thus we that mortals must grapple with in the world. To the deva, learned that an aasimar traveled in our ragtag band. an aasimar is a prized student who must live up to high, sometimes inflexible standards. -Geldon Parl, Of the 'Jyranny of Dragons ANGELIC GUIDE Aasimar bear within their souls the light of the heav- ens. They are descended from humans with a touch of d6 Name the power of Mount Celestia, the divine realm of many Tadriel lawful good deities. Aasimar are born to serve as cham- 2 Myllandra pions of the gods, their births hailed as blessed events. 3 Seraphina - - - - - - - - - - - - - - ~ They are a people of otherworldly visages, with lumi- 4 Galladia nous features that reveal their celestial heritage. 5 Mykiel 6 Valandras CELESTIAL CHAMPIONS Aasimar are placed in the world to serve as guardians d6 Nature of law and good. Their patrons expect them to strike at Bookish and lecturing evil, lead by example, and further the cause of justice. 2 Compassionate and hopeful From an early age, an aasimar receives visions and 3 -~---~~-~ Practical and lighthea_rt_e d_ ~ ~ ~ ~ - - ~ ~ ~ guidance from celestial entities via dreams. These 4 Fierce and vengeful dreams help shape an aasimar, granting a sense of des- tiny and a desire for righteousness. 5 Stern and judgmenta_l_ _ _ _ _ _ _ _ _ _ _~ Each aasimar can count a specific celestial agent of 6 Kind and parental the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world. CONFLICTED SOULS Despite its celestial origin, an aasimar is mortal and HIDDEN WANDERERS possesses free will. Most aasimar follow their ordained While aasimar are strident foes of evil, they typically path, but some grow to see their abilities as a curse. prefer to keep a low profile. An aasimar inevitably draws These disaffected aasimar are typically content to the attention of evil cultists, fiends, and other enemies of turn away frorri the world, but a few become agents of good, all of whom would be eager to strike down a celes- evil. In their minds, their exposure to celestial powers tial champion if they had the chance. amounted to little more than brainwashing. When traveling, aasimar prefer hoods, closed helms, Evil aasimar make deadly foes. The radiant power and other gear that allows them to conceal their iden- they once commanded becomes corrupted into a horrid, tities. They nevertheless have no compunction about draining magic. And their angelic guides abandon them. striking openly at evil. The secrecy they desire is never Even aasimar wholly dedicated to good sometimes worth endangering the innocent. feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar AASIMAR GUIDES who wishes to stop and help a town recover from a An aasimar, except for one who has turned to evil, has drought might be told by an angelic guide to push for- a link to an angelic being. That being- usually a deva- ward on a greater quest. To a distant angel, saving a few provides guidance to the aasimar, though this connec- commoners might pale in comparison to defeating a cult tion functions only in dreams. As such, the guidance is of Orcus. An aasimar's guide is wise but not infallible. not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. AASIMAR NAMES The angelic being is far from omniscient. Its guidance Most aasimar are born from human parents, and is based on its understanding of the tenets of law and they use the same naming conventions as their na- good, and it might have insight into combating espe- tive culture. cially powerful evils that it knows about. As part of fleshing out an aasimar character, consider AASIMAR TRAITS the nature of that character's angelic guide. The Angelic Your aasimar character has the following racial traits. Guide tables offer names and natures that you can use Ability Score Increase. Your Charisma score in- to flesh out your character's guide. creases by 2. Ase. Aasimar mature at the same rate as humans, but they can live up to 160 years. CHAPTER 2 ! CHAR.ACl'ER .RAGES I04 =:::::;::=================::::t!2!:::::~-- + your Charisma modifier) or become frightened of you until the end of your next turn. Imbued with celestial power. and in darkness as if it were dim light. Your Constitution score in- creases by 1. target when you deal damage to it with an attack or a Speed. you can't use it again until causing your eyes to glimmer and two luminous. back. unflinching and. To do so. Outcast aasimar are most often neutral or ture within 10 feet of you take radiant damage equal to even evil. ghostly. Once you use this trait. most aasi. you can't use it again until you can easily cut through darkness. Darkvision. half your level (rounded up). Your base walking speed is 30 feet. flightless wings to sprout from your and Celestial. The instant you transform. if your faJlen aasimar turns to good. Your Wisdom score in. It feeds a powerful desire to destroy evil-a desire that is. equals your level. all-consuming. you can't use it again until you finish a long rest. Ability Score Increase. In addition. . might allow you to become a protector or scourge aasimar. hOTECTOR AASIMAR Your transformation lasts for 1 minute or until you Protector aasimar are charged by the powers of good to end it as a bonus action. and threaten to char you. Ability Score Increase. unmasking themselves only in battle. poreal wings to sprout from your back. other creatures within Subrace. you can change your charac- use your action to unleash the divine energy within your. Aasimar have the same range of height and of your turns. incor. The extra necrotic damage creases by 1. Three subraces of aasimar exist: protector 10 feet of you that can see you must each succeed on a aasimar. and fallen aasimar. including the ability score increase. at its best. you finish a long rest. you can With your DM's consent. replace your subrace ben- of your eyes and mouth. Starting at 3rd level. You can see in dim finish a long rest. causing your eyes to turn into pools of darkness and two Languages. Starting at 3rd level. causing a searing light to radiate from you. Necrotic Shroud. Starting at 3rd level. An aasimar who was touched by dark powers as a youth Celestial Resistance. spell. During it. you have a flying speed of 30 feet. Radiant Consumption. been replaced by shadow. action to unleash the divine energy within yourself. you can't use it creases by 1. your vision Once you use this trait. it as a bonus action. again until you finish a long rest. You have resistance to necrotic or who turns to evil in early adulthood can become one damage and radiant damage. Your transformation lasts for 1 minute or until you end it as a bonus action. Your Strength score in- to your level. only shades of gray. pour out aasimar turns to evil. efits. and at the end of each of your turns. you and each crea- mar are good. ter's subrace to fallen aasimar if your protector/scourge self. at its worst. The extra radiant damage equals your level. read. it with an attack or a spell. You can't discern color FALLEN AASIMAR in darkness. you can deal extra ne- to stand vigilant against the darkness. and turns. Alignment. your spellcasting ability for it. you can use Light Bearer. to strike at evil wher. you can use your Once you use this trait. From a young crotic damage to one target age. Charisma is your action to unleash the divine energy within yourself. you can deal ex- tra radiant damage to one target when you deal damage to it with an attack or a spell. You know the light cantrip. You can speak. light within 60 feet of you as if it were bright light. a protector aasimar receives advice and directives when you deal damage to that urge to stand against evil. ture and cause it to regain a number of hit points equal Ability Score Increase. Blessed with a radiant soul. of the fallen-a group of aasimar whose inner light has Healing Hands. you shed bright light in Similarly. Radiant Soul. with those of a Your transformation lasts for 1 minute or until you end fallen aasimar. COURGE AASIMAR Scourge aasimar are imbued with a divine energy that blazes intensely within them. Once you use this trait. and write Common skeletal. During it. Choose Charisma saving throw (DC 8 + your proficiency bonus one of them for your character. scourge aasimar.e ver it arises. and once on each of your turns. your OM a 10-foot radius and dim light for an additional 10 feet. As an action. you can touch a crea. once on each Size. you can deal extra radiant damage to one weight as humans. once on each of your guard the weak. The extra radiant damage equals your level. During it. Many scourge aasimar wear masks to block out the world and focus on contain- ing this power.
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