Aasimar

Aasimar

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen—a group of aasimar whose inner light has been replaced by shadow.

Replace the Angelic feature with:

You know one cantrip from the Death or Shadow theme. When you reach 3rd level, choose two spells that cost 1 mana from the Death or Shadow theme. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.

If you have mana, you can augment your spell by expending mana, up to your mana limit.

Aasimar are imbued with a divine energy that blazes within them. They 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, an aasimar receives advice and directives that urge to stand against evil.

Traits

Your aasimar character has the following traits.

Creature type. You are a Humanoid.

Health. Your health increases by 8.

Size. Your size is Medium and you stand between 150 centimeters and 180 centimeters tall.

Speed. Your base walking speed is 5 meters.

Age. Aasimar mature at the same rate as humans, but can live up to 160 years.

Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 10 meters of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Celestial Resistance. You have resistance to radiant damage.

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your Aptitude Bonus. The creature regains an amount of health equal to the total rolled.

Once you use this trait, you must finish a long rest before you can use it again.

Angelic. You know one cantrip from the Holy, Life, or Light theme. When you reach 3rd level, choose two spells that cost 1 mana from the Holy, Life, or Light theme. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.

If you have mana, you can augment your spell by expending mana, up to your mana limit.

Languages. You are proficient with Linguistics (Celestial) and Linguistics (Common).