Homebrew Ascended Aasimar Species Details

Born to be heroes and infused with increadible heavenly power, ascended aasimar are beings who carry a spark of divinity within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Ascended aasimar originate from the union between a god and a mortal, making the offspring a marriage between the heavenly and material planes. Any union between an ascended aasimar and a humanoid always produces an ascended aasimar child, as the celestial genes utterly dominate the mortal genes, producing a pureblooded lineage that bears great resemblance to the celestial parent.

They mature at the rate of their mortal parent, but they live for up to 1,200 years. Their celestial heritage becomes more obvious when the ascended aasimar gains the ability to reveal their full celestial nature.

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 three different scores by 1, or increase five 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 two other languages 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 wounds 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.

Ascended Aasimar Traits

As an ascended aasimar, you have the following racial traits.

Creature Type

You are a Celestial.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 40 feet.

Greater Celestial Resistance

You have resistance to necrotic damage, force damage, and radiant damage.

Superior Darkvision

You can see in dim light within 120 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.

Heavenly Healing Hands

As an action, you can touch a creature and roll a number of d6s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. In addition, you can end one disease afflicting the target. Once you use this trait, you can’t use it again until you finish a long rest.

Heavenly Light Bearer

You know the dancing lights and light cantrips and can cast them without any components. Charisma is your spellcasting ability for them.

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 10 minutes 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:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 20 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. 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.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet, and at the end of each of your turns, each creature within 20 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, 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.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and 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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