Aasimars are celestial-touched mortals, marked by the divine influence of the gods who shaped the world during the Fifth Age. They are champions of light and order, driven by an inner calling toward noble deeds -- or, in rare cases, by a struggle against a dark destiny they cannot escape. Gifted with celestial powers and divine purpose, they are seen as symbols of hope, justice, and redemption -- or as harbingers of impending fate. Aasimars often serve as paladins, clerics, or wandering protectors, pursuing quests tied to the divine forces that shaped them.
Aasimars are tall, radiant humanoids with striking features that reveal their celestial ancestry. Their skin tones range from luminous ivory and golden bronze to silvered gray and ashen blue, often shimmering faintly under moonlight or divine radiance. Their eyes glow with celestial light, reflecting silver, gold, or pale white hues, often appearing as if filled with starlight. Hair colors include shimmering platinum, deep midnight black, or sun-kissed gold. Some bear celestial marks, such as glowing runes, radiant sigils, or faint, feather-like patterns across their skin.
Aasimars do not have societies of their own, as they are born among mortals -- their celestial heritage manifesting unpredictably across many races and cultures. Some become revered protectors or spiritual leaders, while others are seen as cursed wanderers, feared or resented for powers tied to ancient divine forces.
You have the following traits.
Creature Type: Your type is Humanoid.
Size: Your size is Medium.
Speed: Your walking speed is 30 feet.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. 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.
Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:
Monsters of the Multiverse. Wizards of the Coast, 2021.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA