Order of the Roll - Dungeons and Dragons Aasimar - Order of the Roll

Aasimar

Dnd Aasimar Race

Aasi­mar are a race that orig­i­nat­ed in the heav­en­ly realms of Dun­geons & Drag­ons. They are often seen as angel­ic beings: they resem­ble humans, but exude a divine pres­ence. They often pos­sess wings and can fly, depend­ing on their sub­race or abil­i­ties.

Mission

 Aasi­mar are the pro­tec­tors of good. They are sent by the gods to the mor­tal world with a sacred mis­sion: to bring peace, pro­tect the inno­cent, and com­bat evil. They can some­times com­mu­ni­cate with divine enti­ties that guide and empow­er them.

Origin

Aasi­mar are crea­tures who have died and remem­ber noth­ing of their pre­vi­ous exis­tence (except for occa­sion­al glimpses). If they go to heav­en, they become Aasi­mar. They can also go to hell or pur­ga­to­ry, but then they do not become Aasi­mar.

While many Aasi­mar are friend­ly and help­ful and enjoy assist­ing oth­er races, not all are. Some Aasi­mar strug­gle with their ori­gins. They see their gifts not as a bless­ing, but as a curse a bur­den that forces them to fol­low a path they haven’t cho­sen. These Aasi­mar seek their own path, inde­pen­dent of the will of the gods.

Purpose

When you play an Aasi­mar in D&D, you play a char­ac­ter with a great pur­pose some­one who has descend­ed into the world with a mis­sion. But how you ful­fill that pur­pose is entire­ly up to you.

Stats

 
   d6Celes­tial Fea­ture
       1    A dust­ing of metal­lic, white, or char­coal freck­les
       2   Metal­lic, lumi­nous, or dark eyes
       3   Stark­ly col­ored hair
       4   An unusu­al hue tint­ing your shad­ow
       5   A ghost­ly halo crown­ing your head
       6   Rain­bows gleam­ing on your skin
  • Abil­i­ty Score Increase. 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. You can’t raise any of your scores above 20.
  • 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.
  • 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.
  • Celes­tial Resis­tance. You have resis­tance to necrot­ic dam­age and radi­ant dam­age.
  • Heal­ing Hands. As an action, you can touch a crea­ture and roll a num­ber of d4s equal to your pro­fi­cien­cy bonus. The 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.
  • Light Bear­er. You know the Light cantrip. Charis­ma is your spell­cast­ing abil­i­ty for it.

  • Shapechang­er. As an action, you can change your appear­ance and your voice. You deter­mine the specifics of the changes, includ­ing your col­oration, hair length, and sex. You can also adjust your height and weight and can change your size between Medi­um and Small. You can make your­self appear as a mem­ber of anoth­er race, though none of your game sta­tis­tics change. You can’t dupli­cate the appear­ance of an indi­vid­ual you’ve nev­er seen, and you must adopt a form that has the same basic arrange­ment of limbs that you have. Your cloth­ing and equip­ment aren’t changed by this trait.
    • You stay in the new form until you use an action to revert to your true form or until you die.
  • 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 1 minute 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 10 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 10-foot radius and dim light for an addi­tion­al 10 feet, and at the end of each of your turns, each crea­ture with­in 10 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.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, heav­en and one oth­er lan­guage that you want.

Volo’s Guide to Mon­sters

  • Abil­i­ty Score Increase. Your Charis­ma score increas­es by 2.

  • Age. Aasi­mar mature at the same rate as humans, but they can live up to 160 years.

  • Align­ment. Imbued with celes­tial pow­er, most aasi­mar are good. Out­cast aasi­mar are most often neu­tral or even evil.

  • Size. Aasi­mar have the same range of height and weight as humans. Your size is Medi­um.

  • Speed. Your base walk­ing speed is 30 feet.

  • Dark­vi­sion. Blessed with a radi­ant soul, your vision can eas­i­ly cut through dark­ness. 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.

  • Celes­tial Resis­tance. You have resis­tance to necrot­ic dam­age and radi­ant dam­age.

  • Heal­ing Hands. As an action, you can touch a crea­ture and cause it to regain a num­ber of hit points equal to your lev­el. Once you use this trait, you can’t use it again until you fin­ish a long rest.

  • Light Bear­er. You know the Light cantrip. Charis­ma is your spell­cast­ing abil­i­ty for it.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, heav­en and one oth­er lan­guage that you want.

  • Shapechang­er. As an action, you can change your appear­ance and your voice. You deter­mine the specifics of the changes, includ­ing your col­oration, hair length, and sex. You can also adjust your height and weight and can change your size between Medi­um and Small. You can make your­self appear as a mem­ber of anoth­er race, though none of your game sta­tis­tics change. You can’t dupli­cate the appear­ance of an indi­vid­ual you’ve nev­er seen, and you must adopt a form that has the same basic arrange­ment of limbs that you have. Your cloth­ing and equip­ment aren’t changed by this trait.
    • You stay in the new form until you use an action to revert to your true form or until you die.

  • Sub­race. Three sub­races of aasi­mar exist: pro­tec­tor aasi­mar, scourge aasi­mar, and fall­en aasi­mar. Choose one of them for your char­ac­ter
Protector
  • Abil­i­ty Score Increase. Your Wis­dom score increas­es by 1.
  • Radi­ant Soul. Start­ing at 3rd lev­el, you can use your action to unleash the divine ener­gy with­in your­self, caus­ing your eyes to glim­mer and two lumi­nous, incor­po­re­al wings to sprout from your back.
    • Your trans­for­ma­tion lasts for 1 minute or until you end it as a bonus action. Dur­ing it, you have a fly­ing speed of 30 feet, 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 radi­ant dam­age equals your lev­el.
    • Once you use this trait, you can’t use it again until you fin­ish a long rest.
Scourge
  • Abil­i­ty Score Increase. Your Con­sti­tu­tion score increas­es by 1.
  • Radi­ant Con­sump­tion. Start­ing at 3rd lev­el, you can use your action to unleash the divine ener­gy with­in your­self, caus­ing a sear­ing light to radi­ate from you, pour out of your eyes and mouth, and threat­en to char you.
    • Your trans­for­ma­tion lasts for 1 minute or until you end it as a bonus action. Dur­ing it, you shed bright light in a 10-foot radius and dim light for an addi­tion­al 10 feet, and at the end of each of your turns, you and each crea­ture with­in 10 feet of you take radi­ant dam­age equal to half your lev­el (round­ed up). In addi­tion, 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 radi­ant dam­age equals your lev­el.
    • Once you use this trait, you can’t use it again until you fin­ish a long rest.
Fallen
  • Abil­i­ty Score Increase. Your Strength score increas­es by 1.
  • Necrot­ic Shroud. Start­ing at 3rd lev­el, you can use your action to unleash the divine ener­gy with­in your­self, caus­ing your eyes to turn into pools of dark­ness and two skele­tal, ghost­ly, flight­less wings to sprout from your back. The instant you trans­form, oth­er crea­tures with­in 10 feet of you that can see you must each 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.
    • Your trans­for­ma­tion lasts for 1 minute or until you end it as a bonus action. Dur­ing it, 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 necrot­ic dam­age equals your lev­el.
    • Once you use this trait, you can’t use it again until you fin­ish a long rest.
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