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Aasimar

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Aasimar Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Aasimar reach adulthood at the same rate as humans but live for longer. Aasimar can live up to 150 years.
  • Size. Aasimar have the same range of sizes as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Celestial.

Major Features

Choose one or two of the following major features. You can only choose one option with the (magic) or (transformation) tag. You can exchange one major feature for two additional minor features.

Angelic Channel (Transformation). As an action, you can unleash your divine energy. Your transformation lasts for 1 minute or until you end it as a bonus action. During your transformation, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage equal to your level to one target when you deal damage to it with an attack or a spell. Once you use this feature, you can’t use it again until you finish a long rest.

  • Celestial Legacy (Magic). You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the daylight spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Healing Touch. As an action, you can touch a creature and heal them. The target regains a number of hit points equal to your level. At 5th level, you can instead cure the target of a nonmagical disease or poison. Once you use this feature, you can’t use it again until you finish a long rest.
  • Necrotic Channel (Transformation). As an action, you can unleash your divine energy. Other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During your transformation, once on each of your turns, you can deal extra necrotic damage equal to your level to one target when you deal damage to it with an attack or spell. Once you use this feature, you can’t use it again until you finish a long rest.
  • Overburn Channel (Transformation). As an action, you can unleash your divine energy. Your transformation lasts for 1 minute or until you end it as a bonus action. During your transformation, 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 equal to your level to one target when you deal damage to it with an attack or a spell. Once you use this feature, you can’t use it again until you finish a long rest.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • 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 can’t discern color in darkness, only shades of gray.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Inner Light. You know the light cantrip. Charisma is your spellcasting ability for it.
  • Necrotic Resistance. You have resistance to necrotic damage.
  • Planar Knowledge. You have proficiency in the Religion skill.
  • Radiant Resistance. You have resistance to radiant damage.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez