Ancestry: Aasimar

Base features

Creature Type. Humanoid

Size. Medium (about 6-9 feet tall)

Speed. 30 feet

Lifespan. 110 years on average

 

Aasimar Ancestry Traits

  • Light Bearer. You know the light cantrip.

  • Low-light Vision. You can see in dim light is if it was bright light.

  • Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The target 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.

  • Celestial Resistance. You have resistance to necrotic or radiant damage (your choice).

 

Aasimar Heritage features

Choose one heritage feature:

  • Angelic. As a bonus action, wings sprout from your back temporarily. For one minute, 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. You can use this ability a number of times between long rests equal to your proficiency bonus.

  • Ardling. You learn the enhance ability spell and you can cast this spell once with this feature without using a spell slot. You can cast enhance ability one additional time between long rests when you reach 9th and 17th level, for three times total at level 17. At 5th level, you gain one of the following additional benefits (chosen when you gain this ability):

    • Flying. Once between long rests, you can sprout wings for 1 minute when you begin to move. For the duration, you have a fly speed equal to your speed.

    • Runner. Once between long or short rests, you can double your speed when you move until the end of your turn. Only your walking speed benefits from this speed increase.

    • Bulky. Immediately after you hit a creature that is one size larger than you or smaller with a melee attack, you can use a bonus action to attempt to shove that target. Unless the target succeeds on a Strength saving throw, you push it up to 10 feet away from you and knock it prone. You can use this ability once between short or long rests.

    • Aquatic. You gain the ability to breathe air and water and you gain a swim speed equal to your speed.

  • Fallen. As a bonus action, you can channel dark energy. When you channel this dark energy your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw or become frightened of you until the end of your next turn. For one minute, 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. You can use this ability a number of time between long rests equal to your proficiency bonus.

Common Heritages

UnCommon Heritages

Monstrous Heritages