Homebrew Aasiling Race Details
Aasilings are the offspring of an aasimar and a tiefling. They inherit features from their parents in different quantities and are therefore very diverse in their hues of physicality and personality.
Aasilings are the embodiment of middle ground. Their lives often play out as a constant battle of ideals and inner torment. Once they finally settle on their world view, they become the most zealous and idealistic folk you'll meet.
Aasiling Traits
Your aasiling character has the following racial traits.Ability Score Increase
Your Charisma and Wisdom score increases by 1. Two ability scores of your choice increase by 1, or one ability score of your choice increases by 2.
Age
Aasilings mature at the same rate as humans, but they can live up to 160 years.
Inner Conflict
Your split heritage gives you the opportunity, like your ancestors, to draw on inner power. But this power is in conflict with itself and what you unleash is an image of your soul in turmoil.
Starting at 3rd level, you can use your action to unleash the conflict within yourself, causing a flaming halo to appear above your head and two black, angel-like wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once per round, you can cast Hellish Rebuke at 1st level without spending a spell slot. Once you reach 11th level, you cast it at 2nd level.
Once you use this trait, you can’t use it again until you finish a long rest.
Alignment
Imbued with both celestial and infernal power, most aasilings are neutral. After experiencing life, many turn towards extremes.
Size
Aasilings have the same range of height and weight as humans.
Speed
Your base walking speed is 30 feet.
Darkvision
Carrying an otherwordly soul, your vision can easily cut through darkness. 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.
Twin Resistances
You have resistance to fire damage and radiant damage.
Languages
You can speak, read, and write Common, as well as Infernal or Celestial.
Comments
i like the concept but as i do dm and look towards overpowered classes and races as unfair to other team members i would suggest limiting the hellish rebukes and severely changing the ability score improvements
My thinking is: hellish rebuke depend on enemies dealing damage to the player, and does on average 10 or 15 damage on a failed save. That means that you as a DM has control over how often you'll let your monsters take that damage. If the monsters are intelligent, they'll put 2 and 2 together and figure out not to attack the raging flaming winged thing. So if we compare it to the Protector Aasimar: they get the same transformation except that the Aasimar has full control over the extra damage output that scales parallell to its level. (notice that inner conflicts scaling is instead a power spike at 3rd and 11th level.) Basically, it's very much up to the DM to control the damage output of the spell.
A +3 to charisma or wisdom and then a +1 to a (more than likely) MAD stat is not more than what you'd get from a Variant Human or a couple of good stat rolls. Maybe it makes it slightly easier for Charisma or Wisdom casters to reach 20 a bit earlier, but that is a point that everyone will reach soon enough in the campaign. I'm not really worried about people seeing that as an unfair advantage since I've had players roll three 18:s and everyone being fine with that.
Those were the thought behind the balancing at least! Maybe I missed something important?
I've also been working on an Aasimar-Tiefling hybrid. Mine might be just a little bit over powered though. https://www.dndbeyond.com/races/261671-outerfew-afzyrian
This is epic, so using this for my next campaign