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3.1 - Aasimar

Aasimar

Aasimar are mortals marked by celestial blood, sacred aftermath, prophecy, or direct divine attention. Their base ancestry describes their body; Aasimar describes the celestial influence.

Choose this versatile heritage instead of a heritage from your base ancestry. Retain your ancestry chassis.

Hiraeth Context

The recent celestial conflict between Pythia and Malchor produced the Aasimar: celestial blood and power fell into the mortal world, marking people whose descendants could carry that influence. Earlier accounts describe small, close communities, both valued and feared for healing, power, and the possibility of passing the heritage to children. V4.0 treats this as a supernatural inheritance layered over any mortal ancestry.

Physical and Supernatural Manifestation

Choose, combine, or invent manifestations that fit the character:

    Glowing spots or strands of hair where celestial blood is said to have touched an ancestor. A symbol of a virtue that appeared at birth and returns during divine power. A halo, luminous eyes, feathered shadow, impossible warmth, storm scent, or momentary omen. No constant visible sign; the heritage appears only through magic or revelation.

    These signs can be obvious, subtle, intermittent, or hidden. They do not determine alignment or personality.

    Versatile Heritage Traits

    Low-Light Vision. You gain Low-Light Vision out to 60 feet. If your ancestry already has Low-Light Vision, it becomes Darkvision 60 feet.

    Healing Hands. Once per long rest, as an action, touch a creature and restore Hit Points equal to your proficiency bonus plus your level.

    Lineages

    Choose one lineage.

    Fallen

    A celestial inheritance has been wounded, severed, judged, or turned toward grave power. Fallen does not mean evil.

    Lineage Gift. Once per long rest when you damage a creature, deal extra necrotic damage equal to your proficiency bonus.

    Guardian

    Your celestial sign expresses shelter, intercession, endurance, and the refusal to abandon another.

    Lineage Gift. Once per long rest when an adjacent ally takes damage, use your reaction to reduce it by your proficiency bonus.

    Seraphim

    Radiance, wings, sacred fire, or an unmistakable virtue-symbol defines your revelation.

    Lineage Gift. Learn the light cantrip. Your light can appear as luminous marks, hair, eyes, or a halo.

    Stormbringer

    The celestial conflict remains in you as thunder, lightning, pressure, and charged air.

    Lineage Gift. Once per long rest when you take lightning or thunder damage, use your reaction to reduce it by twice your proficiency bonus.

    Oracle

    Prophetic patterns gather around you, though signs remain partial and interpretation fallible.

    Lineage Gift. Once per long rest after a creature you can see makes a d20 roll, add or subtract 1d4 before the outcome is declared.

    Versatile-Heritage Talents

    Level 1 Talents

    Celestial Guide. Learn the guidance cantrip. Once per long rest, cast it as a bonus action.

    Truth-Seeking Eyes. Gain proficiency in Insight. Once per long rest, add your proficiency bonus to an Insight check after rolling.

    Sacred Language. Learn one celestial or liturgical language and gain proficiency in Religion.

    Level 5 Talents

    Celestial Revelation. Once per long rest, as a bonus action, reveal celestial power for 1 minute. Once per turn when you deal damage or restore Hit Points, add your proficiency bonus to one damage or healing roll.

    Guardian Light. Once per long rest when an ally within 30 feet fails a saving throw, use your reaction to add 1d4 to the roll.

    Level 9 Talents

    Revelation Wings. Requires Celestial Revelation. While it is active, gain a fly Speed equal to your walking Speed. You fall if the revelation ends while unsupported.

    Restorative Hands. Healing Hands restores twice your proficiency bonus plus your level.

    Level 13 Talents

    Be Not Afraid. Once per long rest, as an action, creatures of your choice within 15 feet make a Wisdom save against your Ancestry Save DC or become frightened until the end of your next turn.

    Celestial Resistance. Gain resistance to radiant or necrotic damage, chosen when you take this talent.

    Level 17 Talents

    Living Omen. Requires Celestial Revelation. You can use it twice per long rest, but only once per combat.

    Miracle of Mercy. Once per long rest when a creature within 30 feet would drop to 0 Hit Points, use your reaction to let it drop to 1 Hit Point and regain Hit Points equal to your proficiency bonus.

    Suggested Heritage Complications

    These are optional story pressures and grant no additional power.

    Expected Virtue. Family or strangers demand that you embody the virtue-sign associated with your birth.

    Visible Revelation. Your celestial signs become difficult to hide during stress, magic, or moral conflict.

    Divine Claim. A temple, omen-reader, celestial agent, or frightened community believes your power creates an obligation.

    Roleplaying This Heritage

      Which virtue-sign appeared at your birth, and who decided what it meant? Does your family treat the celestial inheritance as blessing, obligation, danger, or political value? What do you fear people will demand when they learn you can heal or reveal celestial power?

      Quick BuildBuilds

      Choose a base ancestry for physical form, then select the Aasimar lineage that describes the celestial manifestation. Guardian with Guardian Light makes a restrained protector; Oracle with Truth-Seeking Eyes makes a prophetic investigator.