Aasimar, 2nd Variant (5e Race Variant)

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Aasimar 2nd Variant[edit]

Whereas Tieflings have fiendish blood in their veins, Aasimar are the descendants of celestial beings. These folk generally have lustrous wings, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to avoid unwanted attention from the forces of evil and their cults. They strive to fit into society, although they usually rise to the top, whether that be as honorable heroes or deceptive leaders.

Ability Score Increase: One ability score of your choice increases by 1 and another by 2.

Age. Aasimar age at the same rate as humans but live a few years longer.

Size. Aasimar are built like idealized humans. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your celestial heritage, you have superior vision in dim and dark conditions.

Celestial Resistance. You have resistance to necrotic and radiant damage.

Blessing of Seraphim[edit]

With three sets of wings on their head, back, and ankles, Seraphim Aasimar are both the most common and most famous. However, their wings often make them the target of evil forces that wish to use them for dark rituals.

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.

Seraph Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast the Feather Fall spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Blessing of Thrones[edit]

Being blessed by the fiery wheels, these Aasimar have a frightening appearance: two wings on their head and 7 eyes randomly placed around their face. To avoid frightening innocents, they use their head wings to hide their faces. When faced with the forces of evil, they unleash their full power even if it takes their life.

Radiant Eyes. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from your eyes 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 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.

Throne Legacy. You know the Sacred Flame cantrip. Once you reach 3rd level, you can cast the Heroism spell once using this trait, and you regain the ability to do so once you finish a long rest. Once you reach 5th level, you can cast the Blinding Smite spell once with this trait as a 5th level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Blessing of Cherubim[edit]

Tracing their blessing from the four faced Cherubs, these Aasimar have the head of either a Lion, Bull, or Eagle. Despite being the rarest Aasimar subrace, they are well known for being ferocious warriors.

Keen Senses. You have proficiency in the perception skill.

Beastland Legacy. You gain a feature based on which animal head you have: If you have the head of a Lion; when you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus. If you have the head of a Bull, you can halve damage dealt to you (rounded up) during two rounds of combat once per short rest. If you have the head of an Eagle, You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.

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