Homebrew Exemplar Aasimar Species Details
Whether recently descended from a celestial being or strongly infused with heavenly power, Exemplar aasimar are mortals who carry a roaring flame of the Upper Planes within their souls. They can fan that flame to bring light, mend wounds, and unleash the full fury of the heavens. Exemplar aasimar can arise among any population of mortals. Exemplar aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes.
They resemble their parents, but they can live for up to centuries and have obvious features that hint at their celestial heritage. Due to their strengthened ties to their upper planes, all Exemplar Aasimar have visible wings, and many other features that only become more obvious as the Aasimar matures. The Exemplar Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.
Exemplar Aasimar Celestial Features
| d6 | Celestial Feature |
|---|---|
| 1 | A dusting of metallic, white, or charcoal freckles |
| 2 | A soft glow surrounds you constantly |
| 3 | Your voice always sounds like it has a faint echo |
| 4 | There is always a look of sparkles falling from your wings |
| 5 | A translucent yet bright halo crownsyour head |
| 6 | Your eyes change colour to match your mood |
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure works spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.
Exemplar Aasimar Traits
As an Exemplar Aasimar, you have the following racial traits.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.
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature type
You are Celestial and Humanoid
Size
Exemplar aasimar are built like well-proportioned humans. Your size is Medium.
Speed
Your base walking speed is 30 feet. Additionally, due to your feathered wings, you have a flying speed equal to your walking speed.
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Darkvision
Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Exemplary Transformation
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:
Corrupted Soul. Your eyes become pools of darkness and a blackened, broken halo appears above your head. Creatures other than your allies within 30 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 for 1 minute. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. Additionally, your feathered wings are now stained black, as a marker of your fall from grace.
Soul of Purgation. Searing, radiant flame spews forth from your body and wings and a halo of radiant flame forms above your head. For the duration, 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, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, on each of your turns, you can deal extra radiant damage when you deal damage with an attack or a spell. The extra damage equals your proficiency bonus.
Soul of Defence. A veil of translucent light washes over and coats you and your allies within 30 feet of you and a translucent, bright halo forms above your head. When you transform in this way, roll a number of d4's equal to your proficiency bonus. You, and each creature of your choice within a 30-foot radius recieves temporary hit points equal to the number rolled. Additionally, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
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