Aasimar

From Silvesti
Revision as of 21:19, 21 October 2019 by imported>MJBurrage (Created page with "==Aasimar half-races== In the world of Pulmara, Aasimar are not always born humans. Almost any race can bring forth a blessed child, and as such the statistics for aasimar are...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Aasimar half-races

In the world of Pulmara, Aasimar are not always born humans. Almost any race can bring forth a blessed child, and as such the statistics for aasimar are not always representative of this mix of celestial and mortal. The rules presented here provide a number of variant options for aasimar born to several non-monstrous races.

Base Aasimar traits

Ability Score Increase
Your Charisma score increases by 2.
Age
Aasimar mature at the same rate as the race they were born to, but can live up to 60 years longer.
Alignment
Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size
Your size is medium.
Speed
Your base walking speed is 30′.
Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60′ 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
You can speak, read, and write Common and Celestial.
Subrace
Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.

Racial changes

https://www.gmbinder.com/share/-LAdaQQ-zP8MPXAmMVGf

When creating an aasimar, you can choose one of the following variant traits if you wish for the aasimar to be of a race other than human:

Aarakocra
You gain the Flight and Talons traits from the Aarakocra race. These traits replace the Healing Hands and Light Bearer traits
Changeling
You gain the Shapechanger trait from the Changeling race. This trait replaces the Healing Hands trait.
Dragonborn
You gain the Draconic Ancestry and Breath Weapon traits from the Dragonborn race. These traits replace the Healing Hands and Light Bearer traits.
Dwarf
You gain the Dwarven Resilience and Stonecunning traits from the Dwarf race. These traits replace the Healing Hands and Light Bearer traits. Additionally, your base walking speed is 25′, instead of 30′.
Elf
You gain the Fey Ancestry and Trance traits from the Elf race. These traits replace the Healing Hands and Light Bearer traits
Firbolg
You gain the Powerful Build and Speech of Beast and Leaf traits from the Firbolg race. These traits replace the Healing Hands and Light Bearer traits
Gnome
You gain the Gnome Cunning trait from the Gnome race. This trait replaces the Healing Hands trait. Additonally, your size is small, instead of medium, and your base walking speed is 25′, instead of 30′.
Goliath
You gain the Stone’s Endurance, Powerful Build, and Mountain Born traits from the Goliath race. These traits replace the Healing Hands and Light Bearer traits.
Half-Elf
You gain the Fey Ancestry and Skill Versatility traits from the Half-Elf race. These traits replace the Healing Hands and Light Bearer traits.
Half-Orc
You gain the Menacing and Relentless Endurance traits from the Half-Orc race. These traits replace the Healing Hands and Light Bearer traits.
Halfling
You gain the Lucky and Halfling Nimbleness traits from the Halfling race. These traits replace the Healing Hands and Light Bearer traits. Additonally, your size is small, instead of medium, and your base walking speed is 25′, instead of 30′.
Kenku
You gain the Mimicry, Kenku Training, and Expert Forgery traits from the Kenku race. These traits replace the Healing Hands and Light Bearer traits.
Lizardfolk
You gain one of the following pairs of traits from the Lizardfolk race: Swim Speed and Hold Breath, Bite and Natural Armor, or Cunning Artisan and Hunter’s Lore. The traits you choose replace the Healing Hands and Light Bearer traits.
Minotaur
You gain the Horns Goring Rush, and Labyrinthine Recall traits from the Minotaur race. These traits replace the Healing Hands and Light Bearer traits.
Shifter
You gain the Shifting trait and one Shifting Feature from the Shifter race. These traits replace the Healing Hands and Light Bearer traits.
Tabaxi
You gain the Feline Agility and Cat’s Claws traits from the Tabaxi race. These traits replace the Healing Hands and Light Bearer traits.
Tiefling
Tieflings cannot become Aasimar in Pulmara, as they are an opposite version of one another. Here is where you can find Pulmaran Tieflings
Triton
You gain the Amphibious, Swim Speed, and Emissary of the Depths traits from the Triton race. These traits replace the Healing Hands and Light Bearer traits.