Homebrew Aasimar _ Starling Variant Species Details
Whether descended from a celestial being or infused with heavenly power, Aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.
They resemble their parents, but they live about 200 to 300 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the Aasimar gains the ability to reveal their full celestial nature.
Aasimar _ Starling Variant Traits
As an Aasimar, you have the following racial traits.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 not raise any of your scores above 20.
Languages
Your character can speak, read, and write Abyssal, Celestial, Common and one other Language that you and your GM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The GM is free to modify that list for a campaign.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
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 cause them to regain a number of Hit Points equal to 1d4 + your Proficiency bonus. You can use this feature a number of times equal to your Proficiency bonus and you regain all uses after you complete a Long Rest.
Light Bearer
You know the Dancing Lights and Light cantrips. Charisma is your spellcasting ability for these cantrips.
Celestial Revelation
When you reach 3rd level, choose one of the Aasimar Variant options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that Celestial Revelation. Your transformation lasts for a number of minutes equal to your Proficiency bonus or until you end it as a bonus action. Once you transform using your Celestial Revelation below, you can not use it again until you complete a Long Rest:
Archon Aasimar
Radiant Soul. As a bonus action, you can temporarily conjure two luminous, spectral wings from your back. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, you have a flying speed equal to your walking speed.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Radiant damage to one target when you deal damage to it with an attack or a spell.
Ember Aasimar
Burning Aura. As a bonus action, your body temporarily ignites into an inferno of flames. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, you shed Bright Light in a 30-foot-radius Sphere centered on you and Dim Light for an additional 30 feet. While you are lit a blaze, all creatures of your choice that start their turn within 30 feet of you or enter within 30 feet of you for the first time on its turn must succeed on a Dexterity saving throw, (DC equals 8 + your Proficiency bonus + your Charisma modifier). On a failed save, a creature takes 1d6 Fire damage and it starts Burning. Nonmagical flammable structures and objects that are not being worn or carried within the area also take the Fire damage and start Burning. At 9th-Level the damage from your aura increases to 2d6, and at 17th-Level the damage from your aura increases to 3d6.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Fire damage to one target when you deal damage to it with an attack or a spell.
Fallen Aasimar
Necrotic Shroud. As a bonus action, your eyes become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Your transformation lasts for a number of minutes equal to your Proficiency bonus. You project an aura of shadowy energy in a 30-foot-radius Sphere centered on you. The aura extinguishes unprotected flames, is Lightly Obscured for all creatures except you, and lasts the duration of your transformation. All creatures of your choice that start their turn within the aura or enter the aura for the first time on its turn must succeed on a Charisma saving throw, (DC equals 8 + your Proficiency bonus + your Charisma modifier). On a failed save, a creature is Frightened of you until the start of its next turn.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Necrotic damage to one target when you deal damage to it with an attack or a spell.
Protector Aasimar
Divine Armor. As a bonus action, you project a field of divine armor temporarily covering you and your allies near you. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, you project a magical aura of divine protection in a 30-foot-radius Sphere centered on you. You, and all creatures of your choice that are within your aura gain a +1 bonus to their Armor Class. At 9th-Level the Armor Class bonus increases to a +2, and at 17th-Level the Armor Class bonus increases to a +3.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Force damage to one target when you deal damage to it with an attack or a spell.
Scourge Aasimar
Radiant Consumption. As a bonus action, you glow with searing light that temporarily radiates from your eyes and mouth. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, you shed Bright Light in a 30-foot-radius Sphere centered on you and Dim Light for an additional 30 feet. The Bright Light made by this feature counts as sunlight. While you shine with this light, all creatures of your choice that start their turn within 30 feet of you or enter within 30 feet of you for the first time on its turn must succeed on a Constitution saving throw, (DC equals 8 + your Proficiency bonus + your Charisma modifier). On a failed save, a creature is Blinded until the start of its next turn.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Radiant damage to one target when you deal damage to it with an attack or a spell.
Tempest Aasimar
Storm Raider. As a bonus action, you temporarily conjure a storm of lightning to overflow from you as bolts of lightning burst from your eyes, mouth, and body. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, your movement increases by 10 feet, and any creature that touches you or hits you with a melee attack takes 1d6 Lightning damage. At 9th-Level the damage from your aura increases to 2d6 and your speed increases by 20 feet, and at 17th-Level the damage from your aura increases to 3d6 and your speed increases by 30 feet.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Lightning damage to one target when you deal damage to it with an attack or a spell.
Wild Aasimar
Nature's Wrath. As a bonus action, you summon the very spirits of nature to temporarily come to your aid, protecting you and hindering your enemies. Your transformation lasts for a number of minutes equal to your Proficiency bonus. For the duration of your transformation, the area within a 30-foot-radius Sphere centered on you is considered Difficult Terrain for all creatures of your choice.
In addition, until the transformation ends, once on each of your turns, you can deal an extra (1d6 + your Proficiency bonus) Acid or Poison damage (your choice) to one target when you deal damage to it with an attack or a spell.
Previous Versions
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