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Aasimar

Aasimar


Disclaimer: This is race is based of of the Vigil - Angelic Guardian Racial Option by Pointy Hat Studios.

Instantly recognizable by the presence of their halos and vestigial wings, aasimar are a bipedal humanoid race. Aasimar come in a variety of sizes, skin tones and eye colors. Thanks to their divine heritage, all aasimar also share the traits of having small vestigial wings somewhere on their body. These are much too small for flight, and are most commonly placed on either side of the head, heels, forearms, or hips. But never their backs. Along with their tell-tale halos, ethereal forms of radiant light encircling their heads. Some aasimar may also have additional sets of eyes, often a different color from their natural ones; patches of white feathers; or the tips of their fingers being white and hard as marble or metallic as gold. Below are ideas for visual traits your aasimar might have.

d6Halo Appearances
1.A soft ethereal ring of light.
2.Crackling lightning circling your head.
3.Stars with clouds of galaxies and constellations.
4.A shining metallic gold ring.
5.Scattered glowing petals of light of varying colors.
6.A crown of flames.
d6Additional Aasimar Traits
1.A dusting of metallic, white, or charcoal freckles.
2.Additional sets of different color eyes from their natural ones.
3.Tufts of feathers around their joints, ears, or eyes.
4.Metallic rainbow tinted gleam on your skin.
5.The tips of their fingers, hands, or lower arms appearing like marble or metallic precious metals.
6.An extra set of vestigial wings around the ears, ankles or hips.

Aasimar carry the expectation of being protectors due to their mysterious Ward Connection. All aasimar have what is called a Ward, someone they are metaphysically connected to at birth, and whom they must protect at any cost. Aasimar do not choose their ward and their servitude is often thrusted upon them by forces that no one really understands. Some claim it as simply wheels of fate with an arbitrary decision. Others theorize that a ward is someone who must absolutely be protected so that they can fulfill a specific destiny. Whatever the case may be, the bond between a aasimar and their ward cannot be broken, no matter how much either of them might wish it. And should the worse happen and their ward dies, the aasimar's halo will disappear and the aasimar is question will be considered 'fallen' for failing their life-long duty.


Aasimar Traits

  • Ability Score Increase. Increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

  • Type. Humanoid.

  • Size. Medium or small.

  • Speed. Your base walking speeding 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 can't discern color in darkness, only shades of gray.

  • Ward Connection: You are connected to another mortal from birth. This mortal is your ward, and the link between you helps you to protect and watch over them. By focusing on this connection you are able to gain the following information on your ward:

    • You know their general direction, but not how far away they are from you.
    • You know the general emotional state of your ward.
    • You know if your ward is in life-threatening danger.
    • While you are within 30 feet of your ward, your ward rolls all death saving throws with advantage.
  • Your life is intrinsically tied to that of your ward and their life is tied to you. If your ward dies an unnatural death, your halo will disappear and permanently show your failure to protect your ward. If your ward dies and is later revived through any means including magic, your halo will not return and your Ward Connection is permanently broken.

  • Guardian’s Blessing. As a bonus action, you can touch a creature and shroud them in your divine energy. The creature regains the maximum number of hit points possible from the next healing it receives. For example, instead of a healing spell restoring 2d6 hit points to the creature, it restores 12 hit points. Once you use this trait, you can’t use it again until you finish a short rest.

  • Guardian Form. Starting at 3rd level, you can use your bonus action to unleash the celestial energy within yourself, transforming into an angelic form and gaining the benefits of your divine ancestry. Your vestigial wings grow to their full size, giving you a flying speed equal to your walking speed. Once on each of your turns, you can choose either to deal extra radiant damage to one target when you deal damage to it with an attack or a spell, or to heal a creature within 30 feet of you at the end of your turn. The extra damage or hit points healed equals your proficiency bonus. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can’t use it again until you finish a long rest.

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