Aasimar

Born with the power of benevolent celestial entities, aasimars are thought to be supremely blessed with strength of will, extraordinary beauty, and innate magical gifts. But many aasimars find that these perceived talents—whether they actually have them or not—set them apart from their friends and family, fostering loneliness in themselves and jealousy in others.

Aasimars with a positive outlook face these challenges by serving their communities, populating the environment with kindness or artwork, or simply supporting those who are less fortunate. Some aasimars hold a more hostile worldview, however, and risk falling into resentment, despair, or even the temptations of evil. Even then, the stereotypes surrounding an aasimar cling close, causing others to view them as tragic figures in need of redemption.

The powers and physical appearances passed down from celestial beings vary according to an aasimar's lineage. Those who descend from archons are sometimes known as lawbringers, while those who possess angelic blood are called angelkin, and those related to azatas are referred to as musetouched.

Physical Description

An aasimar’s physical appearance depends as much upon the features of their parents as it does upon the nature of their celestial heritage. While an aasimar is recognizably a member of their humanoid ancestry, they always bear a few physical traits that set them apart, such as glowing eyes, a faint halo of light above their head, feathers for hair, antennae on the brow, a metallic sheen to the skin, lack of a belly button, a strangely musical voice, or a naturally pleasing floral scent. It’s a common stereotype that all aasimars are handsome or beautiful—another assumption aasimars face throughout their lives.




Aasimar Versatile Heritage

Uncommon

You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat.




1st Level Aasimar Feats


Angelkin (Feat 1)

Aasimar
Lineage

You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat.


Celestial Eyes (Feat 1)

Aasimar

You can see through darkness. You gain darkvision.

Special You can't retrain out of this feat.


Celestial Lore (Feat 1)

Aasimar

You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in Diplomacy and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore skill related to the celestial realm from which you trace your lineage (usually Elysium Lore, Heaven Lore, or Nirvana Lore).


Emberkin (Feat 1)

Aasimar
Lineage

A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire effects, and your perception is unaffected by non-magical flames, fog and smoke.


Halo (Feat 1)

Aasimar

You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait.


Lawbringer (Feat 1)

Aasimar
Lineage

You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.


Musetouched (Feat 1)

Aasimar
Lineage

Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.


5th Level Aasimar Feats


Blessed Blood (Feat 5)

Aasimar

Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to radiant damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 radiant damage. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your own blood as one of the ingredients.


Celestial Resistance (Feat 5)

Aasimar

Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.

Though you can choose any of these energy damage types, the damage type typically matches a celestial associated with your bloodline. For instance, an angelkin might choose resistance to cold or fire with a cassisian forebear, resistance to fire with a balisse forebear, or resistance to sonic with a choral forebear.


Empyreal Blessing (Feat 5)

Aasimar

You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast bless once per day as a 1st-level divine innate spell.


Healer's Halo [R] (Feat 5)

Aasimar

Prerequisites Halo
Trigger You or allies within 30 feet recover Hit Points while your halo is active.

Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive healing effect recover an additional 1d6 Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes.


9th Level Aasimar Feats


Angelic Magic (Feat 9)

Aasimar

Prerequisites Angelkin


You can tap into the magic of angels that runs through your blood. You can cast humanoid form and remove fear each once per day as 2nd-level divine innate spells.


Archon Magic (Feat 9)

Aasimar

Prerequisites Lawbringer


You can tap into the heavenly magic that is your birthright. You can cast continual flame and shield other each once per day as 2nd-level divine innate spells.


Azata Magic (Feat 9)

Aasimar

Prerequisites Musetouched


Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast glitterdust and remove paralysis each once per day as 2nd-level divine innate spells.


Call of Elysium (Feat 9)

Aasimar

Prerequisites Musetouched


The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies. Your Speed increases by 5 feet; the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). Allies who begin their turn in combat adjacent to you gain a +5-foot status bonus to their Speed for the round.


Celestial Wings [AA] (Feat 9)

Aasimar
Divine
Morph
Transmutation

Frequency once per day


With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings.


Divine Countermeasures (Feat 9)

Aasimar

You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.


Peri Magic (Feat 9)

Aasimar

Prerequisites Emberkin


The shimmering embers of the righteous peris crackle at your fingertips. You can cast glitterdust and status each once per day as 2nd-level divine innate spells.


13th Level Aasimar Feats


Aasimar's Mercy (Feat 13)

Aasimar

Frequency once per day
Prerequisites at least one arcane or occult innate spell gained from a firbolg ancestry feat
Trigger You are attacked by a foe


Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: remove curse, remove disease, and neutralize poison.


Celestial Strikes (Feat 13)

Aasimar

Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed Strikes deal 1 additional radiant damage and have the radiant and magical traits.


Purge Sins [A] (Feat 13)

Aasimar

Frequency once per day


You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a Religion check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up.


Summon Celestial Kin (Feat 13)

Aasimar

Prerequisites any aasimar lineage feat


You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast summon celestial as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are angelkin.


Truespeech (Feat 13)

Aasimar

Prerequisites Angelkin


It is paramount that you are understood and you understand others; language need not impede your message. You can cast tongues as a 5th-level divine innate spell once per day on yourself only. You gain a +1 status bonus to Diplomacy checks for the duration of the spell when speaking to creatures with whom you already shared a language before casting.

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