Findle Wiki
Register
Advertisement

Aasimars are one of the rarest races on Ord, descended from celestials who mingled with mankind ages ago. Although their Angelic ancestor may be many generations removed, their presence still lingers. Aasimar are predisposed to Lawful and Good alignments, but they are by no means always such. Most Aasimar make natural leaders and can often be found leading communitites. The Royal Family of the Kingdom of Findle contain celestial ancestry, manifesting most strongly in King Pahlin Holt and his descendants.

Aasimars are mostly Human and generally follow the conservative standards of their community.

3.5 Stats[]

Lesser Aasimar[]

Celestial power runs through your veins, but it is not as pronounced as your recent ancestor's.

  • +2 Wisdom, +2 Charisma.
  • Size: Medium
  • Speed: 30
  • Darkvision: 60 feet.
  • Human Blood: For all effects related to race, an Aasimar is considered a human.
  • +2 racial bonus on Spot and Listen checks.
  • Automatic Languages: Regional Common, Celestial. Bonus Languages: Draconic, Kazan, Regional Elven, Parcel, Perian, Sylvan.
  • Favored Class: Paladin.

Greater Aasimar[]

Celestial power runs strongly through your veins, not quite as strong as a half-celestial, but enough to profoundly effect you.

  • +2 Wisdom, +2 Charisma: Aasimar are blessed with insight and personal magnetism.
  • Outsider: Aasimar are Native Outsiders.
  • Human Blood: For all effects related to race, an Aasimar is considered a Human.
  • Size: Medium
  • Speed: 30
  • Darkvision: 60 feet.
  • Acid, cold, and electricity resistance 5.
  • Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
  • +2 racial bonus on Listen and Spot checks.
  • Automatic Languages: Regional Common, Celestial. Bonus Languages: Draconic, Kazan, Regional Elven, Parcel, Perian, Sylvan.
  • Favored Class: Paladin.
  • Level Adjustment +1: Aasimar are slightly more powerful and gain levels more slowly than most of the other common races of Ord.
AasimarPahlinHolt

Pahlin Holt was the most well known Aasimar in the 5th age.

3.5 Bloodlines[]

Both Lesser and Greater Aasimar sometimes have their celestial blood manifest in more physical ways. You may select a subrace template, however, it adds an additional +1 to the Level Adjustment of the character. Not all aasimar mannifest specific bloodline powers.

Angelic Ancestry[]

Your ancestor was a member of the Angelic Chior, a powerful servant of good, or a high ranking member of Ashmedai's Court... Either way, this has manifested as a pair of brilliant feathery wings. Pahlin Holt and his descendants have Angelic Ancestry.

  • DR 5/Evil or Good
  • Angelic Wings (SU): Oncer per day, as a free action, an Aasimar with Angelic Ancestry can briefly manifest functioning wings for a number of rounds equal to half your character level, minimum 1. These wings give you a fly speed of 60 with average menuverability.
  • LA +1

Empyrean Ancestry[]

58ddd47d4e9cc2f3dd6a312491c70d84

Aasimar often find the monastic life appealing.

Your ancestery can be traced to a blessing bestowed on your anscestors by the Empyrean Titans. This divine blessing and the echo of titan blood within you renders you virtually immovable in the face of the wicked.

  • +2 Natural Armor
  • +2 sacred saving throw bonus against spells or effects of the Transmutation school or with the Compulsion descriptor.
  • Immovable: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • LA +1

Guardinal Ancestry[]

Your ancestor was a powerful Guardinal, a beastial avatar of the natural forces of good. Your bloodline has manifested as a deep understanding of animals. Many among the Forest Folk are Aasimar with Guardinal Ancestry.

  • Speed: 40
  • Spell-Like Abilities: 1/day—speak with animals (duration 1 minute).
  • Bestial Blessing (SU): Oncer per day, as a free action, an Aasimar with Guardinal Ancestry can enter a state that is superficially similar to a barbarian's rage. While under the blessing you gain a +2 sacred bonus to Strength and Dexterity, a +2 sacred bonus on Will saves, and are immune to fear effects. This blessing lasts for a number of rounds equal to half your character level, minimum 1.
  • LA +1

Archon Ancestry[]

Fire knight by galambhaj dc75rr2-fullview

Aasimar with bound archon spirits don't tend to enjoy long, peaceful lives.

Your ancester was an Archon, a merciless foe of evil everywhere. Your body hosts the soul of an archon and burns with an inner radiance. The Jiéshù rì cult in Danasia is comprised of those with Archon Ancestry.

  • Fire resistance 10
  • Radiant Consumption (SU): Once per day you unleash the divine fire within you for a number of rounds equal to half your character level, minimum 1. You bursts into flames dealing damage/round to yourself and every other creature within 5 feet of you. While Radient Consumption is active, you take 2d6 fire damage each round (Your fire resistance applies to this damage). Ending Radiant Consumption is a standard action. Falling unconcious does not automaticaly end Radiant Consumption, but death does.
    • Any creature that approaches within 5 feet of you, begins its turn within 5 ft of you, or strikes you with its body or a handheld weapon must make a Reflex saving throw equal to 10 + 1/2 your character level + your Charisma modifier or take 1d6 points of fire damage +1 point per character level. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
    • These flames radiate light illuminating a 20 foot radius and providing shadowy illumination out to a 40 foot radius.
    • These are divine flames, and as such, function underwater and cannot be extinguished through non-magical means.
  • LA +1

Serpentine Ancestry[]

Your ancester was a divine serpent, likely an lillends or couatl. You may manifest colourful feathers mixed in your hair or patches of scaliness, but that's only on the outside. Your mind is very different from those around you.

  • Shielded Mind: Serpentine aasimar immune to Scrying and to any effect that would sense their emotions, read their thoughts, or detect their location.
  • Telepathy (Su): An Aasimar with Serpentine Ancestry can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.
  • You cast any spells with the Charm or Compulsion descriptor at +1 caster level.
  • +1 LA

5e Stats[]

Lars aasimar bard by rezq88 ddt71zj-fullview

Adventuring Aasimar aren't always righteous. Many use their powers for selfish ends

Aasimar characters have the following traits.

  • +2 Charisma.
  • Size: Medium.
  • Speed: 30 feet.
  • Darkvision: 60 feet.
  • 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.
  • Languages. You can speak read and write in the common language of your region as well as Celestial.
  • Subraces. Three subraces of aasimar exist; protector, scourge and fallen. Choose one.

5e Subraces[]

Protector[]

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 from a patron angel that urge it to stand against evil. Most frequently servants of Cerlendriel, these aasimar are generally the descendants of such angels. Pahlin Holt and his descendants are Protector aasimar.

  • +1 Wisdom.
  • 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 your your turns, you can deal extra radiant damage to one target when you deal damage 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.

Scourge[]

Ur 140109

The Jiéshù rì consider the mask they wear as their true face.

Scourge aasimar result from a ritualistic bond with celestial archons. The new dual-souled children are imbued with an unstable divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil- a desire that is, at 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. Scourge aasimar are found almost exclusively in Danasia among the Jiéshù rì cult.

  • +1 Constitution.
  • 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 one 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 radiant damage equals your level.
    • Once you use this trait, you can't use it again until you finish a long rest.

Fallen[]

Fallen aasimar are commonly the offspring of one of the celestial followers of Ashmedai, similar to their Tiefling cousins. These aasimar rarely bother to differentiate between good and evil, living follow the will of Ashmedai. Fallen aasimar despise demons of all kinds and commonly act on the material or umbreal plane as spies, informants or emissaries of their diabolic patron. Alternatively, a fallen aasimar can form when a protector aasimar is touched by evil and rejects their divine patron.

  • +1 Strength
  • 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 your your turns, you can deal extra necrotic damage to one target when you deal damage 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.

Serpentine[]

Serpentine Aasimar

Serpentine Aasimar are sometimes mistaken for Yuan-Ti resulting from their superficial similarities.

Serpentine aasimar are the mortal children of divine creatures like lillends or couatl. While serpentine aasimar appear mostly human, some have slightly reptilian features and may even have patches of multi-coloured scales or feathers mixed into their hair. Serpentine aasimar are lively and passionate, often eagerly taking to life as an adventurer.

  • Shielded Mind: Serpentine aasimar immune to Scrying and to any effect that would sense their emotions, read their thoughts, or detect their location.
  • Serpentine Form. Starting at 3rd level, you can use your action to tap into your serpentine blood, you take on a more serpentine shape, transforming into a snake from the waist down and sprouting rainbow feathered wings from your shoulders. You gaining the following abilities:
    • You gain a flying speed of 30 feet.
    • Bite: Melee Weapon Attack: Reach 5 ft., 1d6 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 24 hours. Until this poison ends, the target is Unconscious. Another creature can use an action to shake the target awake.
    • Once you use this trait, you can't use it again until you finish a long rest.
Advertisement