Aasimari

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

Jump to: Aasimar Protector | Scourge Aasimar | Fallen Aasimar

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.


Aasimar Protector

(No description given)

Aasimar Protector

Medium humanoid (Angel), Any Alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., fly 30 ft. (Radiant soul activated)

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 14 (+2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances Necrotic,Radiant
  • Damage Immunities
  • Condition Immunities
  • Skills Athletics +4,Insight +3,Religion +2
  • Senses Darkvision 60 ft.,Passive Perception 11
  • Languages Celestial,Common
  • Challenge 1/2

Healing Touch (Recharges long rest). the aasimar can heal one creature 4 hit points.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 8 (1d102) with both hands slashing damage. plus 5 radiant damage on a hit with Radiant Soul.

Radiant Soul (Recharges after a Short or Long Rest). As an action, the Protector takes on a more angelic form for 1 minute or until it dies. The Protector deals an extra 5 radiant damage on their first hit and gain a flying speed equal to their walking speed.

Innate spellcasting. The Aasiamr Protector uses Charisma as its spellcasting modifier; Spell DC 12, Spell attack +4 * At Will: light


Scourge Aasimar

(No description given)

Scourge Aasimar

Medium humanoid (Angel), Any Alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 14 (+2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances Necrotic,Radiant
  • Damage Immunities
  • Condition Immunities
  • Skills Athletics +4,Insight +3,Religion +2
  • Senses Darkvision 60 ft.,Passive Perception 11
  • Languages Celestial,Common
  • Challenge 1/2

Healing Touch (Recharges long rest). the aasimar can heal one creature 4 hit points.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 8 (1d102) with both hands slashing damage. plus 5 radiant damage on a hit with Radiant Soul.

Radiant Consumption (Recharges after a Long Rest). As an action, the aasimar unleashes the divine energy within itself, causing a searing life to radiate from it, pouring out of its eyes and mouth, and threatens to char you. The transformation lasts for 1 minute or until the aasimar ends it as a bonus action. During it, the aasimar sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of its turns, it and each creature within 10 feet of it take radiant damage equal to half your level (rounded up). In addition, once on each of the aasimar's turns, it can deal extra radiant damage to one target when it deals damage to it with an attack or a spell. The extra radiant damage equals the aasimar's level.

Innate spellcasting. The Aasiamr Protector uses Charisma as its spellcasting modifier; Spell DC 12, Spell attack +4 * At Will: light


Fallen Aasimar

(No description given)

Fallen Aasimar

Medium humanoid (Angel), Any Alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances Necrotic,Radiant
  • Damage Immunities
  • Condition Immunities
  • Skills Athletics +4,Insight +3,Religion +2
  • Senses Darkvision 60 ft.,Passive Perception 11
  • Languages Celestial,Common
  • Challenge 1/2

Healing Touch (Recharges long rest). the aasimar can heal one creature 4 hit points.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 8 (1d102) with both hands slashing damage. plus 5 radiant damage on a hit with Radiant Soul.

Innate spellcasting. The Aasiamr Protector uses Charisma as its spellcasting modifier; Spell DC 12, Spell attack +4 * At Will: light

Necrotic Shroud (Recharges after a Long Rest). As an action, the aasimar unleashes the divine energy within itself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from the aasimar's back. The instant it transforms, other creatures within 10 feet of the aasimar that can see it must each succeed on a Charisma saving throw (DC 8 + proficiency bonus + Charisma modifier) or become frightened of the aasimar until the end of its next turn. The transformation lasts for 1 minute or until it ends it as a bonus action. During it, once on each of its turns, it can deal extra necrotic damage to one target when it deals damage to it with an attack or a spell. The extra necrotic damage equals the aasimar's level.